From 7efa3373f652a110a4f126b30d43625e43dba335 Mon Sep 17 00:00:00 2001 From: Lippy13 Date: Mon, 31 Aug 2020 19:49:01 +0100 Subject: [PATCH 1/2] Fix crash on Intel Gen7 GPUs caused by having two return statements in the same branch of code. --- assets/voxygen/shaders/include/sky.glsl | 108 ++++++++++++------------ 1 file changed, 54 insertions(+), 54 deletions(-) diff --git a/assets/voxygen/shaders/include/sky.glsl b/assets/voxygen/shaders/include/sky.glsl index 07bbdd67a4..a80dd33d9a 100644 --- a/assets/voxygen/shaders/include/sky.glsl +++ b/assets/voxygen/shaders/include/sky.glsl @@ -470,21 +470,21 @@ vec3 get_sky_color(vec3 dir, float time_of_day, vec3 origin, vec3 f_pos, float q float fog(vec3 f_pos, vec3 focus_pos, uint medium) { return max(1.0 - 5000.0 / (1.0 + distance(f_pos.xy, focus_pos.xy)), 0.0); - float fog_radius = view_distance.x; - float mist_radius = 10000000.0; + // float fog_radius = view_distance.x; + // float mist_radius = 10000000.0; - float min_fog = 0.5; - float max_fog = 1.0; + // float min_fog = 0.5; + // float max_fog = 1.0; - if (medium == 1u) { - mist_radius = UNDERWATER_MIST_DIST; - min_fog = 0.0; - } + // if (medium == 1u) { + // mist_radius = UNDERWATER_MIST_DIST; + // min_fog = 0.0; + // } - float fog = distance(f_pos.xy, focus_pos.xy) / fog_radius; - float mist = distance(f_pos, focus_pos) / mist_radius; + // float fog = distance(f_pos.xy, focus_pos.xy) / fog_radius; + // float mist = distance(f_pos, focus_pos) / mist_radius; - return pow(clamp((max(fog, mist) - min_fog) / (max_fog - min_fog), 0.0, 1.0), 1.7); + // return pow(clamp((max(fog, mist) - min_fog) / (max_fog - min_fog), 0.0, 1.0), 1.7); } /* vec3 illuminate(vec3 color, vec3 light, vec3 diffuse, vec3 ambience) { @@ -493,55 +493,55 @@ float fog(vec3 f_pos, vec3 focus_pos, uint medium) { } */ vec3 illuminate(float max_light, vec3 view_dir, /*vec3 max_light, */vec3 emitted, vec3 reflected) { return emitted + reflected; - const float NIGHT_EXPOSURE = 10.0; - const float DUSK_EXPOSURE = 2.0;//0.8; - const float DAY_EXPOSURE = 1.0;//0.7; + // const float NIGHT_EXPOSURE = 10.0; + // const float DUSK_EXPOSURE = 2.0;//0.8; + // const float DAY_EXPOSURE = 1.0;//0.7; -#if (LIGHTING_ALGORITHM == LIGHTING_ALGORITHM_ASHIKHMIN) - const float DAY_SATURATION = 1.1; -#else - const float DAY_SATURATION = 1.0; -#endif - const float DUSK_SATURATION = 0.6; - const float NIGHT_SATURATION = 0.1; +// #if (LIGHTING_ALGORITHM == LIGHTING_ALGORITHM_ASHIKHMIN) +// const float DAY_SATURATION = 1.1; +// #else +// const float DAY_SATURATION = 1.0; +// #endif + // const float DUSK_SATURATION = 0.6; + // const float NIGHT_SATURATION = 0.1; - const float gamma = /*0.5*//*1.*0*/1.0;//1.0; + // const float gamma = /*0.5*//*1.*0*/1.0;//1.0; /* float light = length(emitted + reflected); float color = srgb_to_linear(emitted + reflected); float avg_col = (color.r + color.g + color.b) / 3.0; return ((color - avg_col) * light + reflected * avg_col) * (emitted + reflected); */ // float max_intensity = vec3(1.0); - vec3 color = emitted + reflected; - float lum = rel_luminance(color); + // vec3 color = emitted + reflected; + // float lum = rel_luminance(color); // float lum_sky = lum - max_light; /* vec3 sun_dir = get_sun_dir(time_of_day.x); vec3 moon_dir = get_moon_dir(time_of_day.x); */ - float sky_light = rel_luminance( - get_sun_color(/*sun_dir*/) * get_sun_brightness(/*sun_dir*/) * SUN_COLOR_FACTOR + - get_moon_color(/*moon_dir*/) * get_moon_brightness(/*moon_dir*/)); + // float sky_light = rel_luminance( + // get_sun_color(/*sun_dir*/) * get_sun_brightness(/*sun_dir*/) * SUN_COLOR_FACTOR + + // get_moon_color(/*moon_dir*/) * get_moon_brightness(/*moon_dir*/)); // Tone mapped value. // vec3 T = /*color*//*lum*/color;//normalize(color) * lum / (1.0 + lum); // float alpha = 0.5;//2.0; - float alpha = mix( - mix( - DUSK_EXPOSURE, - NIGHT_EXPOSURE, - max(sun_dir.z, 0) - ), - DAY_EXPOSURE, - max(-sun_dir.z, 0) - ); - vec3 now_light = moon_dir.z < 0 ? moon_dir.xyz : sun_dir.xyz; - float cos_view_light = dot(-now_light, view_dir); + // float alpha = mix( + // mix( + // DUSK_EXPOSURE, + // NIGHT_EXPOSURE, + // max(sun_dir.z, 0) + // ), + // DAY_EXPOSURE, + // max(-sun_dir.z, 0) + // ); + // vec3 now_light = moon_dir.z < 0 ? moon_dir.xyz : sun_dir.xyz; + // float cos_view_light = dot(-now_light, view_dir); // alpha *= exp(1.0 - cos_view_light); // sky_light *= 1.0 - log(1.0 + view_dir.z); - float alph = sky_light > 0.0 && max_light > 0.0 ? mix(1.0 / log(/*1.0*//*1.0 + *//*lum_sky + */1.0 + max_light / (0.0 + sky_light)), 1.0, clamp(max_light - sky_light, 0.0, 1.0)) : 1.0; - alpha = alpha * min(alph, 1.0);//((max_light > 0.0 && max_light > sky_light /* && sky_light > 0.0*/) ? /*1.0*/1.0 / log(/*1.0*//*1.0 + *//*lum_sky + */1.0 + max_light - (0.0 + sky_light)) : 1.0); + // float alph = sky_light > 0.0 && max_light > 0.0 ? mix(1.0 / log(/*1.0*//*1.0 + *//*lum_sky + */1.0 + max_light / (0.0 + sky_light)), 1.0, clamp(max_light - sky_light, 0.0, 1.0)) : 1.0; + // alpha = alpha * min(alph, 1.0);//((max_light > 0.0 && max_light > sky_light /* && sky_light > 0.0*/) ? /*1.0*/1.0 / log(/*1.0*//*1.0 + *//*lum_sky + */1.0 + max_light - (0.0 + sky_light)) : 1.0); // alpha = alpha * min(1.0, (max_light == 0.0 ? 1.0 : (1.0 + abs(lum_sky)) / /*(1.0 + max_light)*/max_light)); - vec3 col_adjusted = lum == 0.0 ? vec3(0.0) : color / lum; + // vec3 col_adjusted = lum == 0.0 ? vec3(0.0) : color / lum; // float L = lum == 0.0 ? 0.0 : log(lum); @@ -560,30 +560,30 @@ vec3 illuminate(float max_light, vec3 view_dir, /*vec3 max_light, */vec3 emitted // // float T = lum; // float O = exp(B_ + D); - float T = 1.0 - exp(-alpha * lum);//lum / (1.0 + lum); + // float T = 1.0 - exp(-alpha * lum);//lum / (1.0 + lum); // float T = lum; // Heuristic desaturation // const float s = 0.8; - float s = mix( - mix( - DUSK_SATURATION, - NIGHT_SATURATION, - max(sun_dir.z, 0) - ), - DAY_SATURATION, - max(-sun_dir.z, 0) - ); + // float s = mix( + // mix( + // DUSK_SATURATION, + // NIGHT_SATURATION, + // max(sun_dir.z, 0) + // ), + // DAY_SATURATION, + // max(-sun_dir.z, 0) + // ); // s = max(s, (max_light) / (1.0 + s)); - s = max(s, max_light / (1.0 + max_light)); + // s = max(s, max_light / (1.0 + max_light)); - vec3 c = pow(col_adjusted, vec3(s)) * T; + // vec3 c = pow(col_adjusted, vec3(s)) * T; // vec3 c = col_adjusted * T; // vec3 c = sqrt(col_adjusted) * T; // vec3 c = /*col_adjusted * */col_adjusted * T; // return color; - return c; + // return c; // float sum_col = color.r + color.g + color.b; // return /*srgb_to_linear*/(/*0.5*//*0.125 * */vec3(pow(color.x, gamma), pow(color.y, gamma), pow(color.z, gamma))); } From 7c33e7d714adbb0111210b715dd257ab68356d70 Mon Sep 17 00:00:00 2001 From: Lippy13 Date: Mon, 31 Aug 2020 19:50:45 +0100 Subject: [PATCH 2/2] Work around an issue with Intel Gen7/7.5 GPUs where matrices default to being row major if they are not directly assigned to a matrix that has a column major layout. --- assets/voxygen/shaders/figure-vert.glsl | 7 ++++--- assets/voxygen/shaders/include/shadows.glsl | 4 ++-- 2 files changed, 6 insertions(+), 5 deletions(-) diff --git a/assets/voxygen/shaders/figure-vert.glsl b/assets/voxygen/shaders/figure-vert.glsl index 43a9f5decc..cb4f4414b0 100644 --- a/assets/voxygen/shaders/figure-vert.glsl +++ b/assets/voxygen/shaders/figure-vert.glsl @@ -73,8 +73,9 @@ void main() { // Pre-calculate bone matrix /* uint bone_idx = (v_ao_bone >> 2) & 0x3Fu; */ uint bone_idx = (v_pos_norm >> 27) & 0xFu; - BoneData bone_data = bones[bone_idx]; - mat4 bone_mat = bone_data.bone_mat; + + mat4 bone_mat = bones[bone_idx].bone_mat; + mat4 normals_mat = bones[bone_idx].normals_mat; mat4 combined_mat = /*model_mat * */bone_mat; vec3 pos = (vec3((uvec3(v_pos_norm) >> uvec3(0, 9, 18)) & uvec3(0x1FFu)) - 256.0) / 2.0; @@ -105,7 +106,7 @@ void main() { // vec3 norm = normals[normal_idx]; uint axis_idx = v_atlas_pos & 3u; - vec3 norm = bone_data.normals_mat[axis_idx].xyz; + vec3 norm = normals_mat[axis_idx].xyz; // norm = normalize(norm); // vec3 norm = norm_mat * vec4(uvec3(1 << axis_idx) & uvec3(0x1u, 0x3u, 0x7u), 1); diff --git a/assets/voxygen/shaders/include/shadows.glsl b/assets/voxygen/shaders/include/shadows.glsl index e5968a0a2a..ab63bf858f 100644 --- a/assets/voxygen/shaders/include/shadows.glsl +++ b/assets/voxygen/shaders/include/shadows.glsl @@ -154,8 +154,8 @@ float ShadowCalculationDirected(in vec3 fragPos)//in vec4 /*light_pos[2]*/sun_po } */ // vec3 fragPos = sun_pos.xyz;// / sun_pos.w;//light_pos[lightIndex].xyz; // sun_pos.z += sun_pos.w * bias; - ShadowLocals sun_shadow = shadowMats[0]; - vec4 sun_pos = sun_shadow.texture_mat * vec4(fragPos, 1.0); + mat4 texture_mat = shadowMats[0].texture_mat; + vec4 sun_pos = texture_mat * vec4(fragPos, 1.0); // sun_pos.z -= sun_pos.w * bias; float visibility = textureProj(t_directed_shadow_maps, sun_pos); /* float visibilityLeft = textureProj(t_directed_shadow_maps, sun_shadow.texture_mat * vec4(fragPos + vec3(0.0, -diskRadius, 0.0), 1.0));