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| author | Dave Parks <davep@lindenlab.com> | 2013-04-19 17:20:52 -0500 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2013-04-19 17:20:52 -0500 | 
| commit | 6881b01ea9f652507cb5dfc5da70458ca80c6d52 (patch) | |
| tree | 33459df5653052f2f1eb3b99392203464253ee71 | |
| parent | f9ff68b5e3b016a53fe987e5b51442741ca88f15 (diff) | |
NORSPEC-139 Fix for non-fullscreen spotlight lighting mismatching fullscreen spotlight lighting
3 files changed, 88 insertions, 69 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 56c10e25cc..8d2a4f2dd6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -22,18 +22,15 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ - +#extension GL_ARB_texture_rectangle : enable +  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color;  #else  #define frag_color gl_FragColor  #endif -//class 1 -- no shadows - -#extension GL_ARB_texture_rectangle : enable -  uniform sampler2DRect diffuseRect;  uniform sampler2DRect specularRect;  uniform sampler2DRect depthMap; @@ -43,7 +40,6 @@ uniform sampler2D noiseMap;  uniform sampler2D projectionMap;  uniform sampler2D lightFunc; -  uniform mat4 proj_mat; //screen space to light space  uniform float proj_near; //near clip for projection  uniform vec3 proj_p; //plane projection is emitting from (in screen space) @@ -59,13 +55,12 @@ uniform float far_clip;  uniform vec3 proj_origin; //origin of projection to be used for angular attenuation  uniform float sun_wash; +uniform float size;  uniform vec3 color;  uniform float falloff; -uniform float size; -VARYING vec4 vary_fragcoord;  VARYING vec3 trans_center; - +VARYING vec4 vary_fragcoord;  uniform vec2 screen_res;  uniform mat4 inv_proj; @@ -84,7 +79,6 @@ vec3 decode_normal (vec2 enc)  vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret.rgb = pow(ret.rgb, vec3(2.2));  	vec2 dist = tc-vec2(0.5); @@ -100,8 +94,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret.rgb = pow(ret.rgb, vec3(2.2)); - +	  	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));  	float det = min(lod/(proj_lod*0.5), 1.0); @@ -118,8 +111,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)  vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret.rgb = pow(ret.rgb, vec3(2.2)); - +	  	vec2 dist = tc-vec2(0.5);  	float d = dot(dist,dist); @@ -158,8 +150,10 @@ void main()  	{  		discard;  	} +	  	vec3 norm = texture2DRect(normalMap, frag.xy).xyz; +	float envIntensity = norm.z;  	norm = decode_normal(norm.xy);  	norm = normalize(norm); @@ -189,6 +183,10 @@ void main()  	vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; +	vec4 spec = texture2DRect(specularRect, frag.xy); + +	 +  	float noise = texture2D(noiseMap, frag.xy/128.0).b;  	if (proj_tc.z > 0.0 &&  		proj_tc.x < 1.0 && @@ -196,11 +194,13 @@ void main()  		proj_tc.x > 0.0 &&  		proj_tc.y > 0.0)  	{ -		float lit = 0.0;  		float amb_da = proj_ambiance; +		float lit = 0.0;  		if (da > 0.0)  		{ +			lit = da * dist_atten * noise; +  			float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);  			float lod = diff * proj_lod; @@ -208,10 +208,8 @@ void main()  			vec3 lcol = color.rgb * plcol.rgb * plcol.a; -			lit = da * dist_atten * noise; -  			col = lcol*lit*diff_tex; -			amb_da += (da*0.5)*proj_ambiance; +			//amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;  		}  		//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); @@ -226,11 +224,37 @@ void main()  		col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;  	} -	 -	vec4 spec = texture2DRect(specularRect, frag.xy);  	if (spec.a > 0.0)  	{ +		float lit = da * dist_atten * noise; +		vec3 npos = -normalize(pos); + +		//vec3 ref = dot(pos+lv, norm); +		vec3 h = normalize(lv+npos); +		float nh = dot(norm, h); +		float nv = dot(norm, npos); +		float vh = dot(npos, h); +		float sa = nh; +		float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; + +		float gtdenom = 2 * nh; +		float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); +								 +		if (nh > 0.0) +		{ +			float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); +			col += lit*scol*color.rgb*spec.rgb; +			//col += spec.rgb; +		} +	}	 +	 +	 +	 +	 + +	if (envIntensity > 0.0) +	{  		vec3 ref = reflect(normalize(pos), norm);  		//project from point pos in direction ref to plane proj_p, proj_n @@ -247,8 +271,9 @@ void main()  			{  				stc.xy /= stc.w; -				float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); +				float fatten = clamp(envIntensity*envIntensity+envIntensity*0.5, 0.25, 1.0); +				//stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);  				stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);  				if (stc.x < 1.0 && @@ -256,25 +281,7 @@ void main()  					stc.x > 0.0 &&  					stc.y > 0.0)  				{ -					vec3 npos = -normalize(pos); -					lv = pfinal-pos.xyz; -					lv = normalize(lv); - -					vec3 h = normalize(lv+npos); -					float nh = dot(norm, h); -					float nv = dot(norm, npos); -					float vh = dot(npos, h); -					float sa = nh; -					float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - -					float gtdenom = 2 * nh; -					float gt = max(0,(min(gtdenom * nv / vh, gtdenom * da / vh))); - -					if (nh > 0.0) -					{ -						float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); -						col += scol*color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod).rgb*spec.rgb; -					} +					col += color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod-envIntensity*proj_lod).rgb*spec.rgb;										  				}  			}  		} diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index cfd50ec1ec..76da91094c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -184,6 +184,7 @@ void main()  	float fa = falloff+1.0;  	float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); +	dist_atten = pow(dist_atten, 2.2) * 2.2;  	if (dist_atten <= 0.0)  	{  		discard; diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 87180fd3e4..2cc563ff67 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -41,7 +41,6 @@ uniform sampler2D noiseMap;  uniform sampler2D projectionMap;  uniform sampler2D lightFunc; -  uniform mat4 proj_mat; //screen space to light space  uniform float proj_near; //near clip for projection  uniform vec3 proj_p; //plane projection is emitting from (in screen space) @@ -83,7 +82,6 @@ vec3 decode_normal (vec2 enc)  vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret.rgb = pow(ret.rgb, vec3(2.2));  	vec2 dist = tc-vec2(0.5); @@ -99,7 +97,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret.rgb = pow(ret.rgb, vec3(2.2));  	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -117,7 +114,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)  vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret.rgb = pow(ret.rgb, vec3(2.2));  	vec2 dist = tc-vec2(0.5); @@ -170,6 +166,7 @@ void main()  	}  	vec3 norm = texture2DRect(normalMap, frag.xy).xyz; +	float envIntensity = norm.z;  	norm = decode_normal(norm.xy);  	norm = normalize(norm); @@ -199,6 +196,10 @@ void main()  	vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; +	vec4 spec = texture2DRect(specularRect, frag.xy); + +	 +  	float noise = texture2D(noiseMap, frag.xy/128.0).b;  	if (proj_tc.z > 0.0 &&  		proj_tc.x < 1.0 && @@ -206,11 +207,13 @@ void main()  		proj_tc.x > 0.0 &&  		proj_tc.y > 0.0)  	{ -		float lit = 0.0;  		float amb_da = proj_ambiance; +		float lit = 0.0;  		if (da > 0.0)  		{ +			lit = da * dist_atten * noise; +  			float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);  			float lod = diff * proj_lod; @@ -218,8 +221,6 @@ void main()  			vec3 lcol = color.rgb * plcol.rgb * plcol.a; -			lit = da * dist_atten * noise; -  			col = lcol*lit*diff_tex*shadow;  			amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;  		} @@ -236,10 +237,37 @@ void main()  		col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;  	} -	 -	vec4 spec = texture2DRect(specularRect, frag.xy); +  	if (spec.a > 0.0)  	{ +		float lit = da * dist_atten * noise; +		vec3 npos = -normalize(pos); + +		//vec3 ref = dot(pos+lv, norm); +		vec3 h = normalize(lv+npos); +		float nh = dot(norm, h); +		float nv = dot(norm, npos); +		float vh = dot(npos, h); +		float sa = nh; +		float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; + +		float gtdenom = 2 * nh; +		float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); +								 +		if (nh > 0.0) +		{ +			float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); +			col += lit*scol*color.rgb*spec.rgb*shadow; +			//col += spec.rgb; +		} +	}	 +	 +	 +	 +	 + +	if (envIntensity > 0.0) +	{  		vec3 ref = reflect(normalize(pos), norm);  		//project from point pos in direction ref to plane proj_p, proj_n @@ -256,8 +284,9 @@ void main()  			{  				stc.xy /= stc.w; -				float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); +				float fatten = clamp(envIntensity*envIntensity+envIntensity*0.5, 0.25, 1.0); +				//stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);  				stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);  				if (stc.x < 1.0 && @@ -265,25 +294,7 @@ void main()  					stc.x > 0.0 &&  					stc.y > 0.0)  				{ -					vec3 npos = -normalize(pos); -					lv = pfinal-pos.xyz; -					lv = normalize(lv); - -					vec3 h = normalize(lv+npos); -					float nh = dot(norm, h); -					float nv = dot(norm, npos); -					float vh = dot(npos, h); -					float sa = nh; -					float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - -					float gtdenom = 2 * nh; -					float gt = max(0,(min(gtdenom * nv / vh, gtdenom * da / vh))); - -					if (nh > 0.0) -					{ -						float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); -						col += scol*color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod).rgb*shadow*spec.rgb; -					} +					col += color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod-envIntensity*proj_lod).rgb*shadow*spec.rgb;										  				}  			}  		} | 
