From c699ee9a7f102aa541dcc102e8fa1de2d6c55bde Mon Sep 17 00:00:00 2001
From: Graham Linden <graham@lindenlab.com>
Date: Thu, 4 Apr 2019 17:19:59 -0700
Subject: [PATCH] SL-10854

Clamp ambient contrib to get darker shadows.

New PCF sampling func.
---
 .../shaders/class1/deferred/alphaF.glsl       | 12 ++++--
 .../shaders/class1/deferred/materialF.glsl    |  2 +-
 .../shaders/class1/deferred/shadowUtil.glsl   | 43 ++++++++++++++++---
 .../shaders/class2/deferred/softenLightF.glsl | 15 ++++---
 4 files changed, 55 insertions(+), 17 deletions(-)

diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index dac93cee3a8..d560a49c1fd 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -194,8 +194,12 @@ void main()
 
     vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir;
     float da = dot(norm.xyz, light_dir.xyz);
-          da = clamp(da, 0.0, 1.0);
-          da = pow(da, 1.0 / 1.3);
+
+    float final_da = da;
+          final_da = min(final_da, shadow);
+          final_da = max(final_da, 0.0f);
+		  final_da = min(final_da, 1.0f);
+		  final_da = pow(final_da, 1.0/1.3);
 
     vec4 color = vec4(0,0,0,0);
 
@@ -205,9 +209,9 @@ void main()
     float ambient = abs(da);
     ambient *= 0.5;
     ambient *= ambient;
-    ambient = 1.0 - ambient;
+    ambient = 1.0 - max(0.9, ambient);
 
-    vec3 sun_contrib = min(da, shadow) * sunlit;
+    vec3 sun_contrib = final_da * sunlit;
 
     color.rgb *= ambient;
     color.rgb += sun_contrib;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index c43b5b22bf0..d389d975fae 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -302,7 +302,7 @@ void main()
     float ambient = abs(da);
     ambient *= 0.5;
     ambient *= ambient;
-    ambient = 1.0 - ambient;
+    ambient = 1.0 - max(0.9, ambient);
 
     float final_da = min(da, shadow);
     vec3 sun_contrib = final_da * sunlit;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
index 6ff49c7dacb..2d2d00cb519 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -46,21 +46,52 @@ uniform mat4 inv_proj;
 uniform vec2 screen_res;
 uniform int sun_up_factor;
 
+const float sample_count = 5;
+
+float cGoldenAngle = 2.39996323f;
+
 float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)
 {
     stc.xyz /= stc.w;
+    stc.z += shadow_bias * bias_mul * 4.0;
+
+    float shadow = 0.0;
+    float cs = shadow2D(shadowMap, stc.xyz).x;
+    float initialTheta = cGoldenAngle*fract((pos_screen.y+pos_screen.x)*shadow_res.y);
+    float theta = initialTheta;
+    int i;
+    for (i = 0; i < sample_count; i++)
+    {
+        float r = float(i) / float(sample_count);
+        float weight = sqrt(1.0 - r);
+        r = sqrt(r);
+        vec2 sampleOffset;
+        sampleOffset.x = cos(theta);
+        sampleOffset.y = sin(theta);
+        sampleOffset *= r * 2.0;
+        float s = shadow2D(shadowMap, stc.xyz + vec3(sampleOffset, 0)).x;
+        shadow += weight * s;
+        theta += cGoldenAngle;
+    }
+    shadow /= float(sample_count);
+    shadow += cs;
+    shadow *= 0.5;
+    return shadow;
+}
+
+float pcfShadowOld(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)
+{
+    stc.xyz /= stc.w;
+
+    float cs = shadow2D(shadowMap, stc.xyz).x;
     stc.z += shadow_bias * bias_mul * 2.0;
     stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
-    
-    float cs = shadow2D(shadowMap, stc.xyz).x;
-    float shadow = cs * 4.0;
-    
+    float shadow = cs;
     shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
     shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
     shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
     shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
-                       
-    return shadow * 0.125;
+    return shadow * 0.2;
 }
 
 float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen)
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 7f1d518dd66..0c9dc5da58b 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -98,15 +98,18 @@ void main()
     vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
 
     float da = dot(normalize(norm.xyz), light_dir.xyz);
-          da = clamp(da, 0.0, 1.0);
-
-    float light_gamma = 1.0/1.3;
-	      da = pow(da, light_gamma);
 
     vec4 diffuse = texture2DRect(diffuseRect, tc);
    
     scol = max(scol_ambocc.r, diffuse.a);
 
+    float final_da = da;
+          final_da = min(final_da, scol);
+          final_da = clamp(final_da, 0.0, 1.0);
+
+    float light_gamma = 1.0/1.3;
+	      final_da = pow(final_da, light_gamma);
+
     vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
     vec3 col;
     float bloom = 0.0;
@@ -123,9 +126,9 @@ void main()
         float ambient = abs(da);
         ambient *= 0.5;
         ambient *= ambient;
-        ambient = 1.0 - ambient;
+        ambient = 1.0 - max(0.9, ambient);
 
-        vec3 sun_contrib = min(da,scol) * sunlit;
+        vec3 sun_contrib = final_da * sunlit;
 
         col.rgb = amblit;
         col.rgb *= ambient;
-- 
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