Merged in davep/DRTVWR-440 (pull request #45)

Davep/DRTVWR-440
master
Dave Parks 2020-03-24 18:46:08 +00:00
commit 5e7271cc6b
14 changed files with 619 additions and 647 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

@ -79,8 +79,6 @@ void main()
color.rgb = fogged.rgb;
color.a = fogged.a;
#else
color.rgb = fullbrightAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
color.a = final_alpha;
#endif

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
@ -51,21 +59,29 @@ void main()
#else
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*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low
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

@ -1,471 +1,439 @@
/**
* @file materialF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
//class1/deferred/materialF.glsl
// This shader is used for both writing opaque/masked content to the gbuffer and writing blended content to the framebuffer during the alpha pass.
#define DIFFUSE_ALPHA_MODE_NONE 0
#define DIFFUSE_ALPHA_MODE_BLEND 1
#define DIFFUSE_ALPHA_MODE_MASK 2
#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise
uniform int sun_up_factor;
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
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 srgb_to_linear(vec3 cs);
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 HAS_SUN_SHADOW
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
#endif
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
// Inputs
uniform vec4 morphFactor;
uniform vec3 camPosLocal;
uniform mat3 env_mat;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
VARYING vec2 vary_fragcoord;
VARYING vec3 vary_position;
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];
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;
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 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; //always in sRGB space
#ifdef HAS_NORMAL_MAP
uniform sampler2D bumpMap;
#endif
#ifdef HAS_SPECULAR_MAP
uniform sampler2D specularMap;
VARYING vec2 vary_texcoord2;
#endif
uniform float env_intensity;
uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
uniform float minimum_alpha;
#endif
#ifdef HAS_NORMAL_MAP
VARYING vec3 vary_mat0;
VARYING vec3 vary_mat1;
VARYING vec3 vary_mat2;
VARYING vec2 vary_texcoord1;
#else
VARYING vec3 vary_normal;
#endif
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
vec2 encode_normal(vec3 n);
void main()
{
vec2 pos_screen = vary_texcoord0.xy;
vec4 diffuse_srgb = texture2D(diffuseMap, vary_texcoord0.xy);
diffuse_srgb.rgb *= vertex_color.rgb;
// For some reason the Transparency slider sets vertex_color.a to 0.0 both for
// fully opaque and for fully transparent objects. This code assumes the 0 alpha
// is always from the opaque end of the scale. TODO: Remove the conditional once
// the root cause of the slider ambiguity is fixed.
if (vertex_color.a > 0.0)
{
diffuse_srgb.a *= vertex_color.a;
}
vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a);
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
// Comparing floats cast from 8-bit values, produces acne right at the 8-bit transition points
float bias = 0.001953125; // 1/512, or half an 8-bit quantization
if (diffuse_linear.a < minimum_alpha-bias)
{
discard;
}
#endif
#ifdef HAS_SPECULAR_MAP
vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
spec.rgb *= specular_color.rgb;
#else
vec4 spec = vec4(specular_color.rgb, 1.0);
#endif
vec3 norm = vec3(0);
float bmap_specular = 1.0;
#ifdef HAS_NORMAL_MAP
vec4 bump_sample = texture2D(bumpMap, vary_texcoord1.xy);
norm = (bump_sample.xyz * 2) - vec3(1);
bmap_specular = bump_sample.w;
// convert sampled normal to tangent space normal
norm = vec3(dot(norm, vary_mat0),
dot(norm, vary_mat1),
dot(norm, vary_mat2));
#else
norm = vary_normal;
#endif
norm = normalize(norm);
vec2 abnormal = encode_normal(norm);
vec4 final_color = vec4(diffuse_linear.rgb, 0.0);
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_EMISSIVE)
final_color.a = diffuse_linear.a * 0.5; // SL-12171
#endif
final_color.a = max(final_color.a, emissive_brightness);
// Texture
// [x] Full Bright (emissive_brightness >= 1.0)
// Shininess (specular)
// [X] Texture
// Environment Intensity = 1
// NOTE: There are two shaders that are used depending on the EI byte value:
// EI = 0 fullbright
// EI > 0 .. 255 material
// When it is passed to us it is normalized.
// We can either modify the output environment intensity
// OR
// adjust the final color via:
// final_color *= 0.666666;
// We don't remap the environment intensity but adjust the final color to closely simulate what non-EEP is doing.
vec4 final_normal = vec4(abnormal, env_intensity, 0.0);
vec3 color = vec3(0.0);
float al = 0;
#ifdef HAS_SPECULAR_MAP
if (emissive_brightness >= 1.0) // ie, if fullbright
{
float ei = env_intensity*0.5 + 0.5;
final_normal = vec4(abnormal, ei, 0.0);
}
#endif
vec4 final_specular = spec;
final_specular.a = specular_color.a;
#ifdef HAS_SPECULAR_MAP
final_specular.a *= bmap_specular;
final_normal.z *= spec.a;
#endif
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
//forward rendering, output just lit sRGBA
vec3 pos = vary_position;
float shadow = 1.0f;
#ifdef HAS_SUN_SHADOW
shadow = sampleDirectionalShadow(pos.xyz, norm, pos_screen);
#endif
spec = final_specular;
float envIntensity = final_normal.z;
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
float bloom = 0.0;
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
if (emissive_brightness >= 1.0) // fullbright, skip lighting calculations
{
color = fullbrightAtmosTransportFrag(diffuse_srgb.rgb, additive, atten);
// This call breaks the Mac GLSL compiler/linker for unknown reasons (17Mar2020)
// The call is either a no-op or a pure (pow) gamma adjustment, depending on GPU level
// TODO: determine if we want to re-apply the gamma adjustment, and if so understand & fix Mac breakage
//color = fullbrightScaleSoftClip(color);
al = diffuse_srgb.a;
}
else // not fullbright, calculate lighting
{
vec3 refnormpersp = normalize(reflect(pos.xyz, norm));
//we're in sRGB space, so gamma correct this dot product so
// lighting from the sun stays sharp
float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0);
da = pow(da, 1.0 / 1.3);
//darken ambient for normals perpendicular to light vector so surfaces in shadow
// and facing away from light still have some definition to them.
// do NOT gamma correct this dot product so ambient lighting stays soft
float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0 - ambient);
vec3 sun_contrib = min(da, shadow) * sunlit;
#if !defined(AMBIENT_KILL)
color = amblit;
color *= ambient;
#endif
#if !defined(SUNLIGHT_KILL)
color += sun_contrib;
#endif
color *= diffuse_srgb.rgb;
float glare = 0.0;
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, h);
float nv = dot(norm, 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 / 6.0f;
sp = clamp(sp, vec3(0), vec3(1));
bloom = dot(sp, sp) / 4.0;
#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;
#if !defined(SUNLIGHT_KILL)
color = mix(color, 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;
}
color = atmosFragLighting(color, additive, atten);
color = scaleSoftClipFrag(color);
vec3 npos = normalize(-pos.xyz);
vec3 light = vec3(0, 0, 0);
//convert to linear before adding local lights
color = srgb_to_linear(color);
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.rgb, final_specular, pos.xyz, norm, 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)
glare = min(glare, 1.0);
al = max(diffuse_linear.a, glare)*vertex_color.a;
#if !defined(LOCAL_LIGHT_KILL)
color += light;
#endif
//convert to srgb as this color is being written post gamma correction
color = linear_to_srgb(color);
}
#ifdef WATER_FOG
vec4 temp = applyWaterFogView(pos, vec4(color, al));
color = temp.rgb;
al = temp.a;
#endif
// Don't allow alpha to exceed input value - SL-12592
frag_color = vec4(color, min(al, diffuse_srgb.a));
#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
// deferred path
frag_data[0] = vec4(linear_to_srgb(final_color.rgb), final_color.a); //gbuffer is sRGB
frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
#endif
}
/**
* @file materialF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
//class1/deferred/materialF.glsl
// This shader is used for both writing opaque/masked content to the gbuffer and writing blended content to the framebuffer during the alpha pass.
#define DIFFUSE_ALPHA_MODE_NONE 0
#define DIFFUSE_ALPHA_MODE_BLEND 1
#define DIFFUSE_ALPHA_MODE_MASK 2
#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise
uniform int sun_up_factor;
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
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 srgb_to_linear(vec3 cs);
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 HAS_SUN_SHADOW
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
#endif
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
// Inputs
uniform vec4 morphFactor;
uniform vec3 camPosLocal;
uniform mat3 env_mat;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
VARYING vec2 vary_fragcoord;
VARYING vec3 vary_position;
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];
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;
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 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; //always in sRGB space
#ifdef HAS_NORMAL_MAP
uniform sampler2D bumpMap;
#endif
#ifdef HAS_SPECULAR_MAP
uniform sampler2D specularMap;
VARYING vec2 vary_texcoord2;
#endif
uniform float env_intensity;
uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
uniform float minimum_alpha;
#endif
#ifdef HAS_NORMAL_MAP
VARYING vec3 vary_mat0;
VARYING vec3 vary_mat1;
VARYING vec3 vary_mat2;
VARYING vec2 vary_texcoord1;
#else
VARYING vec3 vary_normal;
#endif
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
vec2 encode_normal(vec3 n);
void main()
{
vec2 pos_screen = vary_texcoord0.xy;
vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
diffcol.rgb *= vertex_color.rgb;
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
// Comparing floats cast from 8-bit values, produces acne right at the 8-bit transition points
float bias = 0.001953125; // 1/512, or half an 8-bit quantization
if (diffcol.a < minimum_alpha-bias)
{
discard;
}
#endif
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
vec3 gamma_diff = diffcol.rgb;
diffcol.rgb = srgb_to_linear(diffcol.rgb);
#endif
#if HAS_SPECULAR_MAP != 0
vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
spec.rgb *= specular_color.rgb;
#else
vec4 spec = vec4(specular_color.rgb, 1.0);
#endif
#if HAS_NORMAL_MAP
vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
norm.xyz = norm.xyz * 2 - 1;
vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
dot(norm.xyz,vary_mat1),
dot(norm.xyz,vary_mat2));
#else
vec4 norm = vec4(0,0,0,1.0);
vec3 tnorm = vary_normal;
#endif
norm.xyz = normalize(tnorm.xyz);
vec2 abnormal = encode_normal(norm.xyz);
vec4 final_color = diffcol;
#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE)
final_color.a = emissive_brightness;
#else
final_color.a = max(final_color.a, emissive_brightness);
#endif
vec4 final_specular = spec;
#if HAS_SPECULAR_MAP != 0
vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0);
final_specular.a = specular_color.a * norm.a;
#else
vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0);
final_specular.a = specular_color.a;
#endif
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
//forward rendering, output just lit sRGBA
vec3 pos = vary_position;
float shadow = 1.0f;
#ifdef HAS_SUN_SHADOW
shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
#endif
spec = final_specular;
vec4 diffuse = final_color;
float envIntensity = final_normal.z;
vec3 color = vec3(0,0,0);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
float bloom = 0.0;
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
// This call breaks the Mac GLSL compiler/linker for unknown reasons (17Mar2020)
// The call is either a no-op or a pure (pow) gamma adjustment, depending on GPU level
// TODO: determine if we want to re-apply the gamma adjustment, and if so understand & fix Mac breakage
//color = fullbrightScaleSoftClip(color);
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
//we're in sRGB space, so gamma correct this dot product so
// lighting from the sun stays sharp
float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0);
da = pow(da, 1.0 / 1.3);
color = amblit;
//darken ambient for normals perpendicular to light vector so surfaces in shadow
// and facing away from light still have some definition to them.
// do NOT gamma correct this dot product so ambient lighting stays soft
float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0 - ambient);
vec3 sun_contrib = min(da, shadow) * sunlit;
color *= ambient;
color += sun_contrib;
color *= gamma_diff.rgb;
float glare = 0.0;
if (spec.a > 0.0) // specular reflection
{
#if 1 //EEP
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 / 6.0f;
sp = clamp(sp, vec3(0), vec3(1));
bloom = dot(sp, sp) / 4.0;
color += sp * spec.rgb;
}
#else // PRODUCTION
float sa = dot(refnormpersp, sun_dir.xyz);
vec3 dumbshiny = sunlit*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib) / 6;
glare = max(spec_contrib.r, spec_contrib.g);
glare = max(glare, spec_contrib.b);
color += spec_contrib;
#endif
}
color = mix(color.rgb, diffcol.rgb, diffuse.a);
if (envIntensity > 0.0)
{
//add environmentmap
vec3 env_vec = env_mat * refnormpersp;
vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
color = mix(color, reflected_color, envIntensity);
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;
}
color = atmosFragLighting(color, additive, atten);
color = scaleSoftClipFrag(color);
//convert to linear before adding local lights
color = srgb_to_linear(color);
vec3 npos = normalize(-pos.xyz);
vec3 light = vec3(0, 0, 0);
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.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)
color += light;
glare = min(glare, 1.0);
float al = max(diffcol.a, glare)*vertex_color.a;
//convert to srgb as this color is being written post gamma correction
color = linear_to_srgb(color);
#ifdef WATER_FOG
vec4 temp = applyWaterFogView(pos, vec4(color, al));
color = temp.rgb;
al = temp.a;
#endif
frag_color = vec4(color, al);
#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
// deferred path
frag_data[0] = final_color; //gbuffer is sRGB
frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
#endif
}

View File

@ -63,6 +63,8 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
float getAmbientClamp();
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 fullbrightScaleSoftClip(vec3 light);
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
@ -81,11 +83,13 @@ void main()
norm.xyz = getNorm(tc);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0);
da = pow(da, 1.0/1.3);
float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
//da = pow(da, 1.0/1.3);
vec4 diffuse = texture2DRect(diffuseRect, tc);
vec4 diffuse_srgb = texture2DRect(diffuseRect, tc);
vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a);
//convert to gamma space
//diffuse.rgb = linear_to_srgb(diffuse.rgb);
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec3 color = vec3(0);
@ -100,34 +104,27 @@ void main()
calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, false);
color.rgb = amblit;
float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0 - ambient);
color.rgb *= ambient;
vec3 sun_contrib = da * sunlit;
#if !defined(AMBIENT_KILL)
color.rgb = amblit;
color.rgb *= ambient;
#endif
vec3 post_ambient = color.rgb;
#if !defined(SUNLIGHT_KILL)
color.rgb += sun_contrib;
#endif
vec3 post_sunlight = color.rgb;
color.rgb *= diffuse_srgb.rgb;
vec3 post_diffuse = color.rgb;
color.rgb *= diffuse.rgb;
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
if (spec.a > 0.0) // specular reflection
{
#if 1 //EEP
vec3 npos = -normalize(pos.xyz);
//vec3 ref = dot(pos+lv, norm);
@ -140,71 +137,55 @@ vec3 post_diffuse = color.rgb;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
vec3 sp = sun_contrib*scontrib / 6.0;
sp = clamp(sp, vec3(0), vec3(1));
bloom += dot(sp, sp) / 4.0;
#if !defined(SUNLIGHT_KILL)
color += sp * spec.rgb;
#endif
}
#else //PRODUCTION
float sa = dot(refnormpersp, light_dir.xyz);
vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib) / 6;
color.rgb += spec_contrib;
#endif
}
vec3 post_spec = color.rgb;
color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a);
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*0.75); // MAGIC NUMBER SL-12574; ALM: On, Quality <= Mid+
#endif
color = mix(color.rgb, reflected_color, envIntensity);
}
else
if (norm.w < 0.5)
{
color.rgb = mix(color.rgb, diffuse_srgb.rgb, diffuse_srgb.a);
color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a);
color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a);
}
vec3 post_env = color.rgb;
if (norm.w < 1)
{
#if !defined(SUNLIGHT_KILL)
color = atmosFragLighting(color, additive, atten);
color = scaleSoftClipFrag(color);
#endif
}
vec3 post_atmo = color.rgb;
#ifdef WATER_FOG
vec4 fogged = applyWaterFogView(pos.xyz,vec4(color, bloom));
color = fogged.rgb;
bloom = fogged.a;
#endif
// srgb colorspace debuggables
//color.rgb = amblit;
//color.rgb = sunlit;
//color.rgb = post_ambient;
//color.rgb = sun_contrib;
//color.rgb = post_sunlight;
//color.rgb = diffuse_srgb.rgb;
//color.rgb = post_diffuse;
//color.rgb = post_spec;
//color.rgb = post_env;
//color.rgb = post_atmo;
}
// linear debuggables
//color.rgb = vec3(final_da);
//color.rgb = vec3(ambient);
//color.rgb = vec3(scol);
//color.rgb = diffuse_linear.rgb;
//color.rgb = diffuse_srgb.rgb;
// convert to linear as fullscreen lights need to sum in linear colorspace
// and will be gamma (re)corrected downstream...

View File

@ -164,14 +164,15 @@ void main()
color.rgb += spec * specular;
//color.rgb = atmosTransport(color.rgb);
color.rgb = atmosTransport(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
color.a = spec * sunAngle2;
vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
frag_data[0] = vec4(color.rgb, color); // diffuse
frag_data[1] = vec4(0); // speccolor, spec
frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.0, 0);// normalxy, 0, 0
//frag_data[0] = color;
frag_data[0] = color;
frag_data[1] = vec4(0); // speccolor, spec
frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.05, 0);// normalxy, 0, 0
}

View File

@ -39,6 +39,8 @@ uniform sampler2D detail_2;
uniform sampler2D detail_3;
uniform sampler2D alpha_ramp;
vec3 atmosLighting(vec3 light);
vec4 applyWaterFog(vec4 color);
void main()
@ -55,10 +57,10 @@ void main()
float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a;
float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
outColor.rgb *= vertex_color.rgb;
/// Add WL Components
outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
outColor = applyWaterFog(outColor);
frag_color = outColor;
}

View File

@ -1,5 +1,5 @@
/**
* @file class1/environment/waterF.glsl
* @file waterF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@ -32,7 +32,7 @@ out vec4 frag_color;
vec3 scaleSoftClip(vec3 inColor);
vec3 atmosTransport(vec3 inColor);
uniform sampler2D bumpMap;
uniform sampler2D bumpMap;
uniform sampler2D bumpMap2;
uniform float blend_factor;
uniform sampler2D screenTex;
@ -50,7 +50,7 @@ uniform vec3 normScale;
uniform float fresnelScale;
uniform float fresnelOffset;
uniform float blurMultiplier;
uniform int water_edge;
//bigWave is (refCoord.w, view.w);
VARYING vec4 refCoord;
@ -59,27 +59,27 @@ VARYING vec4 view;
vec3 BlendNormal(vec3 bump1, vec3 bump2)
{
//vec3 normal = bump1.xyz * vec3( 2.0, 2.0, 2.0) - vec3(1.0, 1.0, 0.0);
//vec3 normal2 = bump2.xyz * vec3(-2.0, -2.0, 2.0) + vec3(1.0, 1.0, -1.0);
//vec3 n = normalize(normal * dot(normal, normal2) - (normal2 * normal.z));
vec3 n = normalize(mix(bump1, bump2, blend_factor));
vec3 n = mix(bump1, bump2, blend_factor);
return n;
}
void main()
{
vec4 color;
float dist = length(view.xy);
//normalize view vector
vec3 viewVec = normalize(view.xyz);
//get wave normals
vec4 color;
float dist = length(view.xy);
//normalize view vector
vec3 viewVec = normalize(view.xyz);
//get wave normals
//get wave normals
vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
@ -88,80 +88,81 @@ void main()
vec3 wave2 = BlendNormal(wave2_a, wave2_b);
vec3 wave3 = BlendNormal(wave3_a, wave3_b);
//get base fresnel components
vec3 df = vec3(
dot(viewVec, wave1),
dot(viewVec, (wave2 + wave3) * 0.5),
dot(viewVec, wave3)
) * fresnelScale + fresnelOffset;
df *= df;
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
float dist2 = dist;
dist = max(dist, 5.0);
float dmod = sqrt(dist);
vec2 dmod_scale = vec2(dmod*dmod, dmod);
//get reflected color
vec2 refdistort1 = wave1.xy*normScale.x;
vec2 refvec1 = distort+refdistort1/dmod_scale;
vec4 refcol1 = texture2D(refTex, refvec1);
vec2 refdistort2 = wave2.xy*normScale.y;
vec2 refvec2 = distort+refdistort2/dmod_scale;
vec4 refcol2 = texture2D(refTex, refvec2);
vec2 refdistort3 = wave3.xy*normScale.z;
vec2 refvec3 = distort+refdistort3/dmod_scale;
vec4 refcol3 = texture2D(refTex, refvec3);
vec4 refcol = refcol1 + refcol2 + refcol3;
float df1 = df.x + df.y + df.z;
df1 *= 0.666666f;
refcol *= df1;
vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
wavef.z *= max(-viewVec.z, 0.1);
wavef = normalize(wavef);
float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
vec2 refdistort4 = wavef.xy*0.125;
refdistort4.y -= abs(refdistort4.y);
vec2 refvec4 = distort+refdistort4/dmod;
float dweight = min(dist2*blurMultiplier, 1.0);
vec4 baseCol = texture2D(refTex, refvec4);
refcol = mix(baseCol*df2, refcol, dweight);
//get base fresnel components
vec3 df = vec3(
dot(viewVec, wave1),
dot(viewVec, (wave2 + wave3) * 0.5),
dot(viewVec, wave3)
) * fresnelScale + fresnelOffset;
df *= df;
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
float dist2 = dist;
dist = max(dist, 5.0);
float dmod = sqrt(dist);
vec2 dmod_scale = vec2(dmod*dmod, dmod);
//get reflected color
vec2 refdistort1 = wave1.xy*normScale.x;
vec2 refvec1 = distort+refdistort1/dmod_scale;
vec4 refcol1 = texture2D(refTex, refvec1);
vec2 refdistort2 = wave2.xy*normScale.y;
vec2 refvec2 = distort+refdistort2/dmod_scale;
vec4 refcol2 = texture2D(refTex, refvec2);
vec2 refdistort3 = wave3.xy*normScale.z;
vec2 refvec3 = distort+refdistort3/dmod_scale;
vec4 refcol3 = texture2D(refTex, refvec3);
//get specular component
float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
//harden specular
spec = pow(spec, 128.0);
vec4 refcol = refcol1 + refcol2 + refcol3;
float df1 = df.x + df.y + df.z;
refcol *= df1 * 0.333;
vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
wavef.z *= max(-viewVec.z, 0.1);
wavef = normalize(wavef);
float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
vec2 refdistort4 = wavef.xy*0.125;
refdistort4.y -= abs(refdistort4.y);
vec2 refvec4 = distort+refdistort4/dmod;
float dweight = min(dist2*blurMultiplier, 1.0);
vec4 baseCol = texture2D(refTex, refvec4);
refcol = mix(baseCol*df2, refcol, dweight);
//figure out distortion vector (ripply)
vec2 distort2 = distort+wavef.xy*refScale*0.16/max(dmod*df1, 1.0);
vec4 fb = texture2D(screenTex, distort2);
//mix with reflection
// Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.9999999);
color.rgb += spec * specular;
//get specular component
float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
//harden specular
spec = pow(spec, 128.0);
color.a = spec * sunAngle2;
//color.rgb = atmosTransport(color.rgb);
//figure out distortion vector (ripply)
vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
vec4 fb = texture2D(screenTex, distort2);
//mix with reflection
// Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
color.rgb += spec * specular;
color.rgb = atmosTransport(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
color.a = spec * sunAngle2;
frag_color = color;
#if defined(WATER_EDGE)
gl_FragDepth = 0.9999847f;
#endif
frag_color = color;
}

View File

@ -63,6 +63,8 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
float getAmbientClamp();
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 fullbrightScaleSoftClip(vec3 light);
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
@ -162,6 +164,8 @@ vec3 post_diffuse = color.rgb;
vec3 post_spec = color.rgb;
color.rgb = mix(color.rgb, diffuse_srgb.rgb, diffuse_srgb.a);
if (envIntensity > 0.0)
{ //add environmentmap
vec3 env_vec = env_mat * refnormpersp;
@ -170,19 +174,15 @@ vec3 post_diffuse = color.rgb;
color = mix(color.rgb, reflected_color, envIntensity*0.75); // MAGIC NUMBER SL-12574; ALM: On, Quality >= High
#endif
}
else
{
color.rgb = mix(color.rgb, diffuse_srgb.rgb, diffuse_srgb.a);
}
vec3 post_env = color.rgb;
if (norm.w < 1)
if (norm.w < 0.5)
{
#if !defined(SUNLIGHT_KILL)
vec3 p = normalize(pos.xyz);
color = atmosFragLighting(color, additive, atten);
color = scaleSoftClipFrag(color);
color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse_srgb.a);
color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse_srgb.a);
#endif
}

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);
@ -35,17 +41,16 @@ vec3 getAdditiveColor();
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);
vec3 tmpsunlit = vec3(1);
vec3 tmpamblit = vec3(1);
vec3 tmpaddlit = vec3(1);
vec3 tmpattenlit = vec3(1);
calcAtmosphericVars(inPositionEye, vec3(0), 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit, false);
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

@ -34,14 +34,9 @@ uniform int no_atmo;
vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
{
if (no_atmo == 1)
{
return light * 2.0;
}
// fullbright responds minimally to atmos scatter effects
light *= min(15.0 * atten.r, 1.0);
light += (0.1 * additive);
return light * 2.0;
light *= atten.r;
light += additive * 2.0;
return light;
}
vec3 atmosTransport(vec3 light)
@ -52,7 +47,7 @@ vec3 atmosTransport(vec3 light)
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
{
float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1;
return atmosTransportFrag(light * 0.5, additive * brightness, atten);
return mix(atmosTransport(light.rgb), light.rgb + additive, brightness * brightness);
}
vec3 fullbrightAtmosTransport(vec3 light)
@ -62,6 +57,6 @@ vec3 fullbrightAtmosTransport(vec3 light)
vec3 fullbrightShinyAtmosTransport(vec3 light)
{
float brightness = dot(light.rgb * 0.5, vec3(0.33333)) + 0.1;
return atmosTransportFrag(light * 0.5, getAdditiveColor() * (brightness * brightness), getAtmosAttenuation());
float brightness = dot(light.rgb, vec3(0.33333));
return mix(atmosTransport(light.rgb), (light.rgb + getAdditiveColor().rgb) * (2.0 - brightness), brightness * brightness);
}

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));