diff options
| author | graham linden <graham@lindenlab.com> | 2013-04-11 07:02:58 -0700 | 
|---|---|---|
| committer | graham linden <graham@lindenlab.com> | 2013-04-11 07:02:58 -0700 | 
| commit | 4d7f2df106db0d81029a0a85c4a0cbe01306709a (patch) | |
| tree | 072c07eae7ecf5b48364c53800fecdd9fb8515b1 | |
| parent | 250175a0fa1dd1811e7b27a8cd8e6f99ff20ced9 (diff) | |
| parent | a280ff382c8e62d3c4d694d3bfb289003ba0e95a (diff) | |
Merged lindenlab/viewer-development-materials into default
4 files changed, 156 insertions, 20 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 12706f130b..6f10ff8451 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -53,11 +53,53 @@ VARYING vec3 vary_directional;  VARYING vec3 vary_fragcoord;  VARYING vec3 vary_position;  VARYING vec3 vary_pointlight_col; +VARYING vec3 vary_norm;  uniform float shadow_bias;  uniform mat4 inv_proj; +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec3 light_attenuation[8];  +uniform vec3 light_diffuse[8]; + +float calcDirectionalLight(vec3 n, vec3 l) +{ +        float a = pow(max(dot(n,l),0.0), 0.7); +        return a; +} + +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +{ +	//get light vector +	vec3 lv = lp.xyz-v; +	 +	//get distance +	float d = dot(lv,lv); +	 +	float da = 0.0; + +	if (d > 0.0 && la > 0.0 && fa > 0.0) +	{ +		//normalize light vector +		lv = normalize(lv); +	 +		//distance attenuation +		float dist2 = d/la; +		da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + +		// spotlight coefficient. +		float spot = max(dot(-ln, lv), is_pointlight); +		da *= spot*spot; // GL_SPOT_EXPONENT=2 + +		//angular attenuation +		da *= max(pow(dot(n, lv), 0.7), 0.0);		 +	} + +	return da;	 +} +  float pcfShadow(sampler2DShadow shadowMap, vec4 stc)  {  	stc.xyz /= stc.w; @@ -147,17 +189,23 @@ void main()  	{  		shadow = 1.0;  	} -	 +	vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col;  	vec4 diff = diffuseLookup(vary_texcoord0.xy); -	vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a); +	vec4 col = vec4(vary_ambient + dlight *shadow, vertex_color.a);  	vec4 color = diff * col;  	color.rgb = atmosLighting(color.rgb);  	color.rgb = scaleSoftClip(color.rgb); +	vec3 light_col = vec3(0,0,0); -	color.rgb += diff.rgb * vary_pointlight_col.rgb; +	for (int i = 2; i < 8; i++) +	{ +		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); +	} +	 +	color.rgb += diff.rgb * vary_pointlight_col * light_col;  	frag_color = color;  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl index 228dc104ac..8fd8bb8066 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -52,12 +52,54 @@ VARYING vec3 vary_position;  VARYING vec3 vary_pointlight_col;  VARYING vec2 vary_texcoord0;  VARYING vec4 vertex_color; +VARYING vec3 vary_norm;  uniform vec2 shadow_res;  uniform float shadow_bias;  uniform mat4 inv_proj; +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec3 light_attenuation[8];  +uniform vec3 light_diffuse[8]; + +float calcDirectionalLight(vec3 n, vec3 l) +{ +        float a = pow(max(dot(n,l),0.0), 0.7); +        return a; +} + +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +{ +	//get light vector +	vec3 lv = lp.xyz-v; +	 +	//get distance +	float d = dot(lv,lv); +	 +	float da = 0.0; + +	if (d > 0.0 && la > 0.0 && fa > 0.0) +	{ +		//normalize light vector +		lv = normalize(lv); +	 +		//distance attenuation +		float dist2 = d/la; +		da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + +		// spotlight coefficient. +		float spot = max(dot(-ln, lv), is_pointlight); +		da *= spot*spot; // GL_SPOT_EXPONENT=2 + +		//angular attenuation +		da *= max(pow(dot(n, lv), 0.7), 0.0);		 +	} + +	return da;	 +} +  vec4 getPosition(vec2 pos_screen)  {  	float depth = texture2DRect(depthMap, pos_screen.xy).a; @@ -161,17 +203,23 @@ void main()  	{  		shadow = 1.0;  	} - +	vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col;  	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); -	vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a); +	vec4 col = vec4(vary_ambient + dlight*shadow, vertex_color.a);  	vec4 color = diff * col;  	color.rgb = atmosLighting(color.rgb);  	color.rgb = scaleSoftClip(color.rgb); +	vec3 light_col = vec3(0,0,0); -	color.rgb += diff.rgb * vary_pointlight_col.rgb; +	for (int i = 2; i < 8; i++) +	{ +		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); +	} +	 +	color.rgb += diff.rgb * vary_pointlight_col * light_col;  	frag_color = color;	  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl index c3950a10e1..ff75b039b2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -60,6 +60,47 @@ uniform float shadow_bias;  uniform mat4 inv_proj; +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec3 light_attenuation[8];  +uniform vec3 light_diffuse[8]; + +float calcDirectionalLight(vec3 n, vec3 l) +{ +        float a = pow(max(dot(n,l),0.0), 0.7); +        return a; +} + +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +{ +	//get light vector +	vec3 lv = lp.xyz-v; +	 +	//get distance +	float d = dot(lv,lv); +	 +	float da = 0.0; + +	if (d > 0.0 && la > 0.0 && fa > 0.0) +	{ +		//normalize light vector +		lv = normalize(lv); +	 +		//distance attenuation +		float dist2 = d/la; +		da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + +		// spotlight coefficient. +		float spot = max(dot(-ln, lv), is_pointlight); +		da *= spot*spot; // GL_SPOT_EXPONENT=2 + +		//angular attenuation +		da *= max(pow(dot(n, lv), 0.7), 0.0);		 +	} + +	return da;	 +} +  vec4 getPosition(vec2 pos_screen)  {  	float depth = texture2DRect(depthMap, pos_screen.xy).a; @@ -169,15 +210,22 @@ void main()  	{  		shadow = 1.0;  	} +	vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col; -	vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, 1.0); +	vec4 col = vec4(vary_ambient + dlight*shadow, 1.0);  	vec4 color = diff * col;  	color.rgb = atmosLighting(color.rgb);  	color.rgb = scaleSoftClip(color.rgb); +	vec3 light_col = vec3(0,0,0); -	color.rgb += diff.rgb * vary_pointlight_col.rgb; +	for (int i = 2; i < 8; i++) +	{ +		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); +	} +	 +	color.rgb += diff.rgb * vary_pointlight_col * light_col;  	frag_color = color;  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 1586aab0f2..79e5d7e572 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -53,6 +53,7 @@ VARYING vec3 vary_pointlight_col;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; +VARYING vec3 vary_norm;  uniform float near_clip;  uniform float shadow_offset; @@ -110,7 +111,7 @@ void main()  	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	vec3 norm = normalize(normal_matrix * normal); -	 +	vary_norm = norm;  	float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));  	vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset; @@ -119,16 +120,7 @@ void main()  	//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));  	vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); -	 -	// Collect normal lights -	col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z); -	col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z); -	col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z); -	col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z); -	col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z); -	col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z); - -	vary_pointlight_col = col.rgb*diffuse_color.rgb; +	vary_pointlight_col = diffuse_color.rgb;  	col.rgb = vec3(0,0,0); @@ -136,7 +128,7 @@ void main()  	col.rgb = atmosAmbient(vec3(0.));  	vary_ambient = col.rgb*diffuse_color.rgb; -	vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); +	vary_directional.rgb = atmosAffectDirectionalLight(1);  	col.rgb = col.rgb*diffuse_color.rgb; | 
