SL-18190 WIP - Linear space atmospherics take 2
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a63fcfc9d5
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f887f65830
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@ -370,9 +370,7 @@ vec3 pbrIbl(vec3 diffuseColor,
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vec3 diffuse = diffuseLight * diffuseColor;
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vec3 specular = specularLight * (specularColor * brdf.x + brdf.y);
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//specular *= 1.5;
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return (diffuse + specular) * ao;
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return (diffuse + specular) * ao * 0.5; //reduce by half to place in appropriate color space for atmospherics
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}
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// Encapsulate the various inputs used by the various functions in the shading equation
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@ -196,7 +196,7 @@ void main()
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vec3 irradiance = vec3(0);
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vec3 radiance = vec3(0);
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sampleReflectionProbes(irradiance, radiance, pos.xyz, norm.xyz, gloss);
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irradiance = max(amblit,irradiance);
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irradiance = max(amblit*2.0,irradiance);
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vec3 f0 = vec3(0.04);
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@ -212,6 +212,9 @@ void main()
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color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, v, light_dir) * sunlit*2.75 * scol;
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color += colorEmissive;
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color = atmosFragLightingLinear(color, additive, atten);
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color = scaleSoftClipFragLinear(color);
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vec3 light = vec3(0);
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// Punctual lights
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@ -227,8 +230,6 @@ void main()
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color.rgb += light.rgb;
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color = atmosFragLightingLinear(color, additive, atten);
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color = scaleSoftClipFragLinear(color);
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frag_color = vec4(color.rgb,albedo.a * vertex_color.a);
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}
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@ -52,7 +52,7 @@ vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten)
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light *= atten.r;
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light += additive;
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return light;
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return light*2.0;
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}
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vec3 atmosLighting(vec3 light)
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@ -22,15 +22,24 @@
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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vec3 srgb_to_linear(vec3 col);
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uniform vec4 lightnorm;
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uniform vec4 sunlight_color;
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vec3 sunlight_linear = srgb_to_linear(sunlight_color.rgb);
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uniform vec4 moonlight_color;
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vec3 moonlight_linear = srgb_to_linear(moonlight_color.rgb);
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uniform int sun_up_factor;
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uniform vec4 ambient_color;
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vec3 ambient_linear = srgb_to_linear(ambient_color.rgb);
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uniform vec4 blue_horizon;
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vec3 blue_horizon_linear = srgb_to_linear(blue_horizon.rgb);
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uniform vec4 blue_density;
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vec3 blue_density_linear = srgb_to_linear(blue_density.rgb);
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uniform float haze_horizon;
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uniform float haze_density;
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vec3 haze_density_linear = srgb_to_linear(vec3(haze_density));
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uniform float cloud_shadow;
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uniform float density_multiplier;
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uniform float distance_multiplier;
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@ -41,8 +50,6 @@ uniform mat3 ssao_effect_mat;
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uniform int no_atmo;
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uniform float sun_moon_glow_factor;
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vec3 srgb_to_linear(vec3 col);
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float getAmbientClamp() { return 1.0f; }
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// return colors in sRGB space
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@ -136,13 +143,96 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
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additive *= vec3(1.0 - combined_haze);
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}
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// return colors in linear space
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void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive,
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out vec3 atten, bool use_ao)
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{
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calcAtmosphericVars(inPositionEye, light_dir, ambFactor, sunlit, amblit, additive, atten, use_ao);
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#if 0
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calcAtmosphericVars(inPositionEye, light_dir, 1.0, sunlit, amblit, additive, atten, false);
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sunlit = srgb_to_linear(sunlit)*2.25;
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amblit = srgb_to_linear(amblit)*0.15;
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additive = srgb_to_linear(additive);
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atten = srgb_to_linear(atten);
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#else
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vec3 rel_pos = inPositionEye;
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//(TERRAIN) limit altitude
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if (abs(rel_pos.y) > max_y) rel_pos *= (max_y / rel_pos.y);
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vec3 rel_pos_norm = normalize(rel_pos);
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float rel_pos_len = length(rel_pos);
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vec3 sunlight = (sun_up_factor == 1) ? sunlight_linear : moonlight_linear;
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// sunlight attenuation effect (hue and brightness) due to atmosphere
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// this is used later for sunlight modulation at various altitudes
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vec3 light_atten = (blue_density_linear + (haze_density_linear * 0.25)) * (density_multiplier * max_y);
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// I had thought blue_density and haze_density should have equal weighting,
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// but attenuation due to haze_density tends to seem too strong
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vec3 combined_haze_linear = blue_density_linear + haze_density_linear;
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vec3 combined_haze = blue_density.rgb + vec3(haze_density);
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vec3 blue_weight = blue_density_linear / combined_haze_linear;
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vec3 haze_weight = haze_density_linear / combined_haze_linear;
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//(TERRAIN) compute sunlight from lightnorm y component. Factor is roughly cosecant(sun elevation) (for short rays like terrain)
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float above_horizon_factor = 1.0 / max(1e-6, lightnorm.y);
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sunlight *= exp(-light_atten * above_horizon_factor); // for sun [horizon..overhead] this maps to an exp curve [0..1]
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// main atmospheric scattering line integral
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float density_dist = rel_pos_len * density_multiplier;
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// Transparency (-> combined_haze)
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// ATI Bugfix -- can't store combined_haze*density_dist*distance_multiplier in a variable because the ati
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// compiler gets confused.
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combined_haze = exp(-combined_haze * density_dist * distance_multiplier);
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combined_haze_linear = exp(-combined_haze_linear * density_dist * distance_multiplier);
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// final atmosphere attenuation factor
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atten = combined_haze.rgb;
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// compute haze glow
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float haze_glow = dot(rel_pos_norm, lightnorm.xyz);
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// dampen sun additive contrib when not facing it...
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// SL-13539: This "if" clause causes an "additive" white artifact at roughly 77 degreees.
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// if (length(light_dir) > 0.01)
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haze_glow *= max(0.0f, dot(light_dir, rel_pos_norm));
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haze_glow = 1. - haze_glow;
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// haze_glow is 0 at the sun and increases away from sun
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haze_glow = max(haze_glow, .001); // set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
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haze_glow *= glow.x;
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// higher glow.x gives dimmer glow (because next step is 1 / "angle")
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haze_glow = pow(haze_glow, glow.z);
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// glow.z should be negative, so we're doing a sort of (1 / "angle") function
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// add "minimum anti-solar illumination"
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haze_glow += .25;
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haze_glow *= sun_moon_glow_factor;
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vec3 amb_color = ambient_linear;
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// increase ambient when there are more clouds
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vec3 tmpAmbient = amb_color + (vec3(1.) - amb_color) * cloud_shadow * 0.5;
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// Similar/Shared Algorithms:
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// indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings()
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// indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars()
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// haze color
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vec3 cs = sunlight.rgb * (1. - cloud_shadow);
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additive = (blue_horizon_linear.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb);
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// brightness of surface both sunlight and ambient
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sunlit = sunlight.rgb;
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amblit = tmpAmbient.rgb;
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additive *= vec3(1.0 - combined_haze_linear);
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sunlit *= 0.8;
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amblit *= 0.05;
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additive *= 0.25;
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#endif
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}
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@ -551,7 +551,7 @@ void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 no
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fresnel *= spec.a;
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glossenv *= spec.rgb*fresnel;
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glossenv *= vec3(1.0) - color; // fake energy conservation
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color.rgb += glossenv;
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color.rgb += glossenv*0.5;
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}
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void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity)
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@ -562,6 +562,6 @@ void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 no
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fresnel *= fresnel;
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fresnel = min(fresnel+envIntensity, 1.0);
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reflected_color *= (envIntensity*fresnel);
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color = mix(color.rgb, reflected_color, envIntensity);
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color = mix(color.rgb, reflected_color*0.5, envIntensity);
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}
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@ -140,8 +140,7 @@ void main()
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vec3 glossenv;
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vec3 legacyenv;
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bool hasPBR = GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR);
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if (hasPBR)
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if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
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{
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norm.xyz = getNorm(tc);
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vec3 orm = texture2DRect(specularRect, tc).rgb;
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@ -157,7 +156,7 @@ void main()
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vec3 radiance = vec3(0);
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sampleReflectionProbes(irradiance, radiance, pos.xyz, norm.xyz, gloss);
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irradiance = max(amblit*ao,irradiance);
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irradiance = max(amblit*2.0*ao,irradiance);
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vec3 f0 = vec3(0.04);
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vec3 baseColor = diffuse.rgb;
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@ -170,13 +169,19 @@ void main()
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vec3 v = -normalize(pos.xyz);
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float NdotV = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0);
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color.rgb += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness);
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color.rgb += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, v, normalize(light_dir)) * sunlit*2.75 * scol;
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color.rgb += colorEmissive;
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color.rgb += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness);
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color = atmosFragLightingLinear(color, additive, atten);
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color = scaleSoftClipFragLinear(color);
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}
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else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))
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{
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//should only be true of WL sky, just port over diffuse value
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color = srgb_to_linear(diffuse.rgb);
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}
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else
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{
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// legacy shaders are still writng sRGB to gbuffer
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@ -223,12 +228,10 @@ void main()
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if (envIntensity > 0.0)
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{ // add environment map
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applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity);
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}
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if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))
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{
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color = mix(atmosFragLightingLinear(color, additive, atten), fullbrightAtmosTransportFragLinear(color, additive, atten), diffuse.a);
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color = scaleSoftClipFragLinear(color);
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}
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color = mix(atmosFragLightingLinear(color, additive, atten), fullbrightAtmosTransportFragLinear(color, additive, atten), diffuse.a);
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color = scaleSoftClipFragLinear(color);
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}
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#ifdef WATER_FOG
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@ -43,7 +43,7 @@ void LLReflectionMap::update(U32 resolution, U32 face)
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mLastUpdateTime = gFrameTimeSeconds;
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llassert(mCubeArray.notNull());
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llassert(mCubeIndex != -1);
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llassert(LLPipeline::sRenderDeferred);
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//llassert(LLPipeline::sRenderDeferred);
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// make sure we don't walk off the edge of the render target
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while (resolution > gPipeline.mRT->deferredScreen.getWidth() ||
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