From e8ec81bf04e11e47bcf4af2542cacf6fba277bed Mon Sep 17 00:00:00 2001 From: Shyotl Date: Sun, 14 Oct 2012 04:00:02 -0500 Subject: [PATCH] Experimentation with normalpacking and component precision. --- indra/llrender/llshadermgr.cpp | 4 ++++ indra/newview/app_settings/settings_sh.xml | 22 +++++++++++++++++++ .../shaders/class1/deferred/avatarF.glsl | 13 ++++++++++- .../shaders/class1/deferred/blurLightF.glsl | 18 +++++++++++++-- .../shaders/class1/deferred/bumpF.glsl | 13 ++++++++++- .../shaders/class1/deferred/cloudsF.glsl | 7 +++++- .../class1/deferred/diffuseAlphaMaskF.glsl | 13 ++++++++++- .../deferred/diffuseAlphaMaskIndexedF.glsl | 13 ++++++++++- .../deferred/diffuseAlphaMaskNoColorF.glsl | 13 ++++++++++- .../shaders/class1/deferred/diffuseF.glsl | 13 ++++++++++- .../class1/deferred/diffuseIndexedF.glsl | 13 ++++++++++- .../class1/deferred/multiPointLightF.glsl | 19 +++++++++++++--- .../class1/deferred/multiSpotLightF.glsl | 19 +++++++++++++--- .../shaders/class1/deferred/pointLightF.glsl | 19 +++++++++++++--- .../shaders/class1/deferred/skyF.glsl | 7 +++++- .../shaders/class1/deferred/softenLightF.glsl | 17 ++++++++++++-- .../shaders/class1/deferred/spotLightF.glsl | 19 +++++++++++++--- .../shaders/class1/deferred/starsF.glsl | 7 +++++- .../class1/deferred/sunLightSSAOF.glsl | 16 ++++++++++++-- .../shaders/class1/deferred/terrainF.glsl | 13 ++++++++++- .../shaders/class1/deferred/treeF.glsl | 13 ++++++++++- .../shaders/class1/deferred/waterF.glsl | 13 ++++++++++- .../class2/deferred/multiSpotLightF.glsl | 19 +++++++++++++--- .../shaders/class2/deferred/softenLightF.glsl | 17 ++++++++++++-- .../shaders/class2/deferred/spotLightF.glsl | 19 +++++++++++++--- .../shaders/class2/deferred/sunLightF.glsl | 19 +++++++++++++--- .../class2/deferred/sunLightSSAOF.glsl | 19 +++++++++++++--- indra/newview/pipeline.cpp | 3 ++- 28 files changed, 354 insertions(+), 46 deletions(-) diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 234d2e141..ceead02cd 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -660,6 +660,10 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade } } + static const LLCachedControl SHPackDeferredNormals("SHPackDeferredNormals",false); + if(SHPackDeferredNormals) + text[count++] = strdup("#define PACK_NORMALS\n"); + //copy preprocessor definitions into buffer for (std::map::iterator iter = mDefinitions.begin(); iter != mDefinitions.end(); ++iter) { diff --git a/indra/newview/app_settings/settings_sh.xml b/indra/newview/app_settings/settings_sh.xml index 81659467c..3deb249fa 100644 --- a/indra/newview/app_settings/settings_sh.xml +++ b/indra/newview/app_settings/settings_sh.xml @@ -174,5 +174,27 @@ Value 0 + SHPackDeferredNormals + + Comment + Pack deferred normals into two components. + Persist + 1 + Type + Boolean + Value + 0 + + SHPrecisionDeferredNormals + + Comment + Enable usage of RGB10A2 for the deferred normalMap format. Reduces normalmapping artifacts. + Persist + 1 + Type + Boolean + Value + 0 + diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index 46d2aa487..cf57a33d9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -34,6 +34,17 @@ uniform sampler2D diffuseMap; VARYING vec3 vary_normal; VARYING vec2 vary_texcoord0; +vec3 pack(vec3 norm) +{ +//#define PACK_NORMALS +#ifdef PACK_NORMALS + float p = sqrt(8.0*norm.z+8.0); + return vec3(norm.xy/p + 0.5, 0.0); +#else + return norm.xyz*0.5+0.5; +#endif +} + void main() { vec4 diff = texture2D(diffuseMap, vary_texcoord0.xy); @@ -46,6 +57,6 @@ void main() frag_data[0] = vec4(diff.rgb, 0.0); frag_data[1] = vec4(0,0,0,0); vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); + frag_data[2] = vec4(pack(nvn), 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index f400eb7a5..6f752f89e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -64,11 +64,25 @@ vec4 getPosition(vec2 pos_screen) return pos; } +vec3 unpack(vec2 tc) +{ +//#define PACK_NORMALS +#ifdef PACK_NORMALS + vec2 enc = texture2DRect(normalMap, tc).xy; + enc = enc*4.0-2.0; + float prod = dot(enc,enc); + return vec3(enc*sqrt(1.0-prod*.25),1.0-prod*.5); +#else + vec3 norm = texture2DRect(normalMap, tc).xyz; + return norm*2.0-1.0; +#endif +} + void main() { vec2 tc = vary_fragcoord.xy; - vec3 norm = texture2DRect(normalMap, tc).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + vec3 norm = unpack(tc); // unpack norm + vec3 pos = getPosition(tc).xyz; vec4 ccol = texture2DRect(lightMap, tc).rgba; diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index 680eadb85..db80a8e87 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -39,6 +39,17 @@ VARYING vec3 vary_mat2; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +vec3 pack(vec3 norm) +{ +//#define PACK_NORMALS +#ifdef PACK_NORMALS + float p = sqrt(8.0*norm.z+8.0); + return vec3(norm.xy/p + 0.5, 0.0); +#else + return norm.xyz*0.5+0.5; +#endif +} + void main() { vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb; @@ -52,5 +63,5 @@ void main() frag_data[1] = vertex_color.aaaa; // spec //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested vec3 nvn = normalize(tnorm); - frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); + frag_data[2] = vec4(pack(nvn), 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index 1d8ca04cc..9f6b1ea1f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -102,6 +102,11 @@ void main() /// Gamma correct for WL (soft clip effect). frag_data[0] = vec4(scaleSoftClip(color.rgb), alpha1); frag_data[1] = vec4(0.0,0.0,0.0,0.0); - frag_data[2] = vec4(0,0,1,0); +//#define PACK_NORMALS +#ifdef PACK_NORMALS + frag_data[2] = vec4(0.5,0.5,0.0,0.0); +#else + frag_data[2] = vec4(0.0,0.0,1.0,0.0); +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl index b2027d3a5..d31cbfa28 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl @@ -37,6 +37,17 @@ VARYING vec3 vary_normal; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +vec3 pack(vec3 norm) +{ +//#define PACK_NORMALS +#ifdef PACK_NORMALS + float p = sqrt(8.0*norm.z+8.0); + return vec3(norm.xy/p + 0.5, 0.0); +#else + return norm.xyz*0.5+0.5; +#endif +} + void main() { vec4 col = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color; @@ -49,6 +60,6 @@ void main() frag_data[0] = vec4(col.rgb, 0.0); frag_data[1] = vec4(0,0,0,0); // spec vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); + frag_data[2] = vec4(pack(nvn),0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl index ead384b07..c65539d43 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl @@ -36,6 +36,17 @@ uniform float minimum_alpha; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +vec3 pack(vec3 norm) +{ +//#define PACK_NORMALS +#ifdef PACK_NORMALS + float p = sqrt(8.0*norm.z+8.0); + return vec3(norm.xy/p + 0.5, 0.0); +#else + return norm.xyz*0.5+0.5; +#endif +} + void main() { vec4 col = diffuseLookup(vary_texcoord0.xy) * vertex_color; @@ -48,5 +59,5 @@ void main() frag_data[0] = vec4(col.rgb, 0.0); frag_data[1] = vec4(0,0,0,0); vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); + frag_data[2] = vec4(pack(nvn), 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl index f73fa6f23..252975aad 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl @@ -37,6 +37,17 @@ uniform sampler2D diffuseMap; VARYING vec3 vary_normal; VARYING vec2 vary_texcoord0; +vec3 pack(vec3 norm) +{ +//#define PACK_NORMALS +#ifdef PACK_NORMALS + float p = sqrt(8.0*norm.z+8.0); + return vec3(norm.xy/p + 0.5, 0.0); +#else + return norm.xyz*0.5+0.5; +#endif +} + void main() { vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); @@ -49,6 +60,6 @@ void main() frag_data[0] = vec4(col.rgb, 0.0); frag_data[1] = vec4(0,0,0,0); // spec vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); + frag_data[2] = vec4(pack(nvn),0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index 227aa2aae..ac33fd261 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -35,6 +35,17 @@ VARYING vec3 vary_normal; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +vec3 pack(vec3 norm) +{ +//#define PACK_NORMALS +#ifdef PACK_NORMALS + float p = sqrt(8.0*norm.z+8.0); + return vec3(norm.xy/p + 0.5, 0.0); +#else + return norm.xyz*0.5+0.5; +#endif +} + void main() { vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb; @@ -42,6 +53,6 @@ void main() frag_data[1] = vertex_color.aaaa; // spec //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); + frag_data[2] = vec4(pack(nvn),0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index d442e5403..b97cd060d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -33,6 +33,17 @@ VARYING vec3 vary_normal; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +vec3 pack(vec3 norm) +{ +//#define PACK_NORMALS +#ifdef PACK_NORMALS + float p = sqrt(8.0*norm.z+8.0); + return vec3(norm.xy/p + 0.5, 0.0); +#else + return norm.xyz*0.5+0.5; +#endif +} + void main() { vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; @@ -41,5 +52,5 @@ void main() frag_data[1] = vertex_color.aaaa; // spec //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); + frag_data[2] = vec4(pack(nvn),0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 4d01eeb64..26aa34107 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -69,6 +69,20 @@ vec4 getPosition(vec2 pos_screen) return pos; } +vec3 unpack(vec2 tc) +{ +//#define PACK_NORMALS +#ifdef PACK_NORMALS + vec2 enc = texture2DRect(normalMap, tc).xy; + enc = enc*4.0-2.0; + float prod = dot(enc,enc); + return vec3(enc*sqrt(1.0-prod*.25),1.0-prod*.5); +#else + vec3 norm = texture2DRect(normalMap, tc).xyz; + return norm*2.0-1.0; +#endif +} + void main() { vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res; @@ -78,9 +92,8 @@ void main() discard; } - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - norm = normalize(norm); + vec3 norm = unpack(frag.xy); // unpack norm + //norm = normalize(norm); // may be superfluous vec4 spec = texture2DRect(specularRect, frag.xy); vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb; float noise = texture2D(noiseMap, frag.xy/128.0).b; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index bff87cb6a..a82ba899a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -125,6 +125,20 @@ vec4 getPosition(vec2 pos_screen) return pos; } +vec3 unpack(vec2 tc) +{ +//#define PACK_NORMALS +#ifdef PACK_NORMALS + vec2 enc = texture2DRect(normalMap, tc).xy; + enc = enc*4.0-2.0; + float prod = dot(enc,enc); + return vec3(enc*sqrt(1.0-prod*.25),1.0-prod*.5); +#else + vec3 norm = texture2DRect(normalMap, tc).xyz; + return norm*2.0-1.0; +#endif +} + void main() { vec4 frag = vary_fragcoord; @@ -141,10 +155,9 @@ void main() discard; } - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - norm = vec3((norm.xy-0.5)*2.0, norm.z); + vec3 norm = unpack(frag.xy); // unpack norm - norm = normalize(norm); + //norm = normalize(norm); // may be superfluous float l_dist = -dot(lv, proj_n); vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index f671d5b75..6c1ff1660 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -67,6 +67,20 @@ vec4 getPosition(vec2 pos_screen) return pos; } +vec3 unpack(vec2 tc) +{ +//#define PACK_NORMALS +#ifdef PACK_NORMALS + vec2 enc = texture2DRect(normalMap, tc).xy; + enc = enc*4.0-2.0; + float prod = dot(enc,enc); + return vec3(enc*sqrt(1.0-prod*.25),1.0-prod*.5); +#else + vec3 norm = texture2DRect(normalMap, tc).xyz; + return norm*2.0-1.0; +#endif +} + void main() { vec4 frag = vary_fragcoord; @@ -83,15 +97,14 @@ void main() discard; } - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + vec3 norm = unpack(frag.xy); // unpack norm float da = dot(norm, lv); if (da < 0.0) { discard; } - norm = normalize(norm); + //norm = normalize(norm); // may be superfluous lv = normalize(lv); da = dot(norm, lv); diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index faa54a316..46b34c6d3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -61,6 +61,11 @@ void main() /// Gamma correct for WL (soft clip effect). frag_data[0] = vec4(scaleSoftClip(color.rgb), 1.0); frag_data[1] = vec4(0.0,0.0,0.0,0.0); - frag_data[2] = vec4(0,0,1,0); +//#define PACK_NORMALS +#ifdef PACK_NORMALS + frag_data[2] = vec4(0.5,0.5,0.0,0.0); +#else + frag_data[2] = vec4(0.0,0.0,1.0,0.0); +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 66e3cf6d1..61f592d77 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -271,13 +271,26 @@ vec3 scaleSoftClip(vec3 light) return light; } +vec3 unpack(vec2 tc) +{ +//#define PACK_NORMALS +#ifdef PACK_NORMALS + vec2 enc = texture2DRect(normalMap, tc).xy; + enc = enc*4.0-2.0; + float prod = dot(enc,enc); + return vec3(enc*sqrt(1.0-prod*.25),1.0-prod*.5); +#else + vec3 norm = texture2DRect(normalMap, tc).xyz; + return norm*2.0-1.0; +#endif +} + void main() { vec2 tc = vary_fragcoord.xy; float depth = texture2DRect(depthMap, tc.xy).r; vec3 pos = getPosition_d(tc, depth).xyz; - vec3 norm = texture2DRect(normalMap, tc).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + vec3 norm = unpack(tc); // unpack norm float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index cca63872d..ae64d8937 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -127,6 +127,20 @@ vec4 getPosition(vec2 pos_screen) return pos; } +vec3 unpack(vec2 tc) +{ +//#define PACK_NORMALS +#ifdef PACK_NORMALS + vec2 enc = texture2DRect(normalMap, tc).xy; + enc = enc*4.0-2.0; + float prod = dot(enc,enc); + return vec3(enc*sqrt(1.0-prod*.25),1.0-prod*.5); +#else + vec3 norm = texture2DRect(normalMap, tc).xyz; + return norm*2.0-1.0; +#endif +} + void main() { vec4 frag = vary_fragcoord; @@ -143,10 +157,9 @@ void main() discard; } - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - norm = vec3((norm.xy-0.5)*2.0, norm.z); + vec3 norm = unpack(frag.xy); // unpack norm - norm = normalize(norm); + //norm = normalize(norm); // may be superfluous float l_dist = -dot(lv, proj_n); vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index 821058804..71486156f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -40,5 +40,10 @@ void main() frag_data[0] = col; frag_data[1] = vec4(0,0,0,0); - frag_data[2] = vec4(0,0,1,0); +//#define PACK_NORMALS +#ifdef PACK_NORMALS + frag_data[2] = vec4(0.5,0.5,0.0,0.0); +#else + frag_data[2] = vec4(0.0,0.0,1.0,0.0); +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index 2422d73a3..605063805 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -114,6 +114,19 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm) return min(ret, 1.0); } +vec3 unpack(vec2 tc) +{ +//#define PACK_NORMALS +#ifdef PACK_NORMALS + vec2 enc = texture2DRect(normalMap, tc).xy; + enc = enc*4.0-2.0; + float prod = dot(enc,enc); + return vec3(enc*sqrt(1.0-prod*.25),1.0-prod*.5); +#else + vec3 norm = texture2DRect(normalMap, tc).xyz; + return norm*2.0-1.0; +#endif +} void main() { vec2 pos_screen = vary_fragcoord.xy; @@ -122,8 +135,7 @@ void main() vec4 pos = getPosition(pos_screen); - vec3 norm = texture2DRect(normalMap, pos_screen).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + vec3 norm = unpack(pos_screen); // unpack norm frag_color[0] = 1.0; frag_color[1] = calcAmbientOcclusion(pos, norm); diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index 8a5e482e8..3e4c5fc9c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -39,6 +39,17 @@ VARYING vec3 vary_normal; VARYING vec4 vary_texcoord0; VARYING vec4 vary_texcoord1; +vec3 pack(vec3 norm) +{ +//#define PACK_NORMALS +#ifdef PACK_NORMALS + float p = sqrt(8.0*norm.z+8.0); + return vec3(norm.xy/p + 0.5, 0.0); +#else + return norm.xyz*0.5+0.5; +#endif +} + void main() { /// Note: This should duplicate the blending functionality currently used for the terrain rendering. @@ -56,6 +67,6 @@ void main() frag_data[0] = vec4(outColor.rgb, 0.0); frag_data[1] = vec4(0,0,0,0); vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); + frag_data[2] = vec4(pack(nvn),0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index 6cf6106b5..6cd309fdb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -37,6 +37,17 @@ VARYING vec2 vary_texcoord0; uniform float minimum_alpha; +vec3 pack(vec3 norm) +{ +//#define PACK_NORMALS +#ifdef PACK_NORMALS + float p = sqrt(8.0*norm.z+8.0); + return vec3(norm.xy/p + 0.5, 0.0); +#else + return norm.xyz*0.5+0.5; +#endif +} + void main() { vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); @@ -48,5 +59,5 @@ void main() frag_data[0] = vec4(vertex_color.rgb*col.rgb, 0.0); frag_data[1] = vec4(0,0,0,0); vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); + frag_data[2] = vec4(pack(nvn),0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 42dc7c098..9b64b3d3f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -67,6 +67,17 @@ VARYING vec4 littleWave; VARYING vec4 view; VARYING vec4 vary_position; +vec3 pack(vec3 norm) +{ +//#define PACK_NORMALS +#ifdef PACK_NORMALS + float p = sqrt(8.0*norm.z+8.0); + return vec3(norm.xy/p + 0.5, 0.0); +#else + return norm.xyz*0.5+0.5; +#endif +} + void main() { vec4 color; @@ -161,5 +172,5 @@ void main() frag_data[0] = vec4(color.rgb, 0.5); // diffuse frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec - frag_data[2] = vec4(screenspacewavef.xy*0.5+0.5, screenspacewavef.z, screenspacewavef.z*0.5); // normalxyz, displace + frag_data[2] = vec4(pack(screenspacewavef), 0.5); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index f7f1f649c..7f6a31ef7 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -126,6 +126,20 @@ vec4 getPosition(vec2 pos_screen) return pos; } +vec3 unpack(vec2 tc) +{ +//#define PACK_NORMALS +#ifdef PACK_NORMALS + vec2 enc = texture2DRect(normalMap, tc).xy; + enc = enc*4.0-2.0; + float prod = dot(enc,enc); + return vec3(enc*sqrt(1.0-prod*.25),1.0-prod*.5); +#else + vec3 norm = texture2DRect(normalMap, tc).xyz; + return norm*2.0-1.0; +#endif +} + void main() { vec4 frag = vary_fragcoord; @@ -153,10 +167,9 @@ void main() shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); } - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + vec3 norm = unpack(frag.xy); // unpack norm - norm = normalize(norm); + //norm = normalize(norm); // may be superfluous float l_dist = -dot(lv, proj_n); vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index a137bea30..7e005d335 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -273,13 +273,26 @@ vec3 scaleSoftClip(vec3 light) return light; } +vec3 unpack(vec2 tc) +{ +//#define PACK_NORMALS +#ifdef PACK_NORMALS + vec2 enc = texture2DRect(normalMap, tc).xy; + enc = enc*4.0-2.0; + float prod = dot(enc,enc); + return vec3(enc*sqrt(1.0-prod*.25),1.0-prod*.5); +#else + vec3 norm = texture2DRect(normalMap, tc).xyz; + return norm*2.0-1.0; +#endif +} + void main() { vec2 tc = vary_fragcoord.xy; float depth = texture2DRect(depthMap, tc.xy).r; vec3 pos = getPosition_d(tc, depth).xyz; - vec3 norm = texture2DRect(normalMap, tc).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + vec3 norm = unpack(tc); // unpack norm float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index ab077d9e0..3a556e913 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -126,6 +126,20 @@ vec4 getPosition(vec2 pos_screen) return pos; } +vec3 unpack(vec2 tc) +{ +//#define PACK_NORMALS +#ifdef PACK_NORMALS + vec2 enc = texture2DRect(normalMap, tc).xy; + enc = enc*4.0-2.0; + float prod = dot(enc,enc); + return vec3(enc*sqrt(1.0-prod*.25),1.0-prod*.5); +#else + vec3 norm = texture2DRect(normalMap, tc).xyz; + return norm*2.0-1.0; +#endif +} + void main() { vec4 frag = vary_fragcoord; @@ -153,10 +167,9 @@ void main() shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); } - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + vec3 norm = unpack(frag.xy); // unpack norm - norm = normalize(norm); + //norm = normalize(norm); // may be superfluous float l_dist = -dot(lv, proj_n); vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index db3d76035..9b5d37965 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -116,6 +116,20 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) return shadow*0.2; } +vec4 unpack(vec2 tc) +{ +//#define PACK_NORMALS +#ifdef PACK_NORMALS + vec4 enc = texture2DRect(normalMap, tc).xyzw; + enc = vec4((enc.xy*4.0)-2.0,0.0,enc.w); + float prod = dot(enc.xy,enc.xy); + return vec4(enc.xy*sqrt(1.0-prod*.25),1.0-prod*.5,enc.w); +#else + vec4 norm = texture2DRect(normalMap, tc).xyz; + return vec4(norm.xyz*2.0-1.0,norm.w); +#endif +} + void main() { vec2 pos_screen = vary_fragcoord.xy; @@ -124,9 +138,8 @@ void main() vec4 pos = getPosition(pos_screen); - vec4 nmap4 = texture2DRect(normalMap, pos_screen); - nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm - float displace = nmap4.w; + vec4 nmap4 = unpack(pos_screen) // unpack norm + float displace = nmap4.w*norm.z; vec3 norm = nmap4.xyz; /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 32b206e63..1e3691720 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -177,6 +177,20 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) return shadow*0.2; } +vec4 unpack(vec2 tc) +{ +//#define PACK_NORMALS +#ifdef PACK_NORMALS + vec4 enc = texture2DRect(normalMap, tc).xyzw; + enc = vec4((enc.xy*4.0)-2.0,0.0,enc.w); + float prod = dot(enc.xy,enc.xy); + return vec4(enc.xy*sqrt(1.0-prod*.25),1.0-prod*.5,enc.w); +#else + vec4 norm = texture2DRect(normalMap, tc).xyz; + return vec4(norm.xyz*2.0-1.0,norm.w); +#endif +} + void main() { vec2 pos_screen = vary_fragcoord.xy; @@ -185,9 +199,8 @@ void main() vec4 pos = getPosition(pos_screen); - vec4 nmap4 = texture2DRect(normalMap, pos_screen); - nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm - float displace = nmap4.w; + vec4 nmap4 = unpack(pos_screen); // unpack norm + float displace = nmap4.w*norm.z; vec3 norm = nmap4.xyz; /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index d2004a187..aa5d9ab2b 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -340,8 +340,9 @@ void validate_framebuffer_object(); bool addDeferredAttachments(LLRenderTarget& target) { + static const LLCachedControl SHPrecisionDeferredNormals("SHPrecisionDeferredNormals",false); return target.addColorAttachment(GL_RGBA) && //specular - target.addColorAttachment(GL_RGBA); //normal+z + target.addColorAttachment(SHPrecisionDeferredNormals ? GL_RGB10_A2 : GL_RGBA); //normal+z } LLPipeline::LLPipeline() :