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authorGraham Linden <graham@lindenlab.com>2019-05-28 14:36:00 -0700
committerGraham Linden <graham@lindenlab.com>2019-05-28 14:36:00 -0700
commit3d9bd0fb8291ad3de4aaa20100149bd45680538b (patch)
tree48e7e9ea75a8d98d4e79bf49f0c7cf961a9afb76 /indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
parent63ecb7325e77bf3ca568788a4557045054a4520b (diff)
SL-10969, SL-11073
Modify forward projector lighting to use falloff like the deferred lights. Make tex cache not evaluate evictions for size during validation passes.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/materialF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl66
1 files changed, 43 insertions, 23 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index b599b6d2fc..c3ca9a6904 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -88,17 +88,19 @@ float getAmbientClamp();
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance)
{
- vec3 col = vec3(0);
+ vec3 col = vec3(0);
//get light vector
vec3 lv = lp.xyz-v;
-
+
//get distance
- float d = length(lv);
-
+ float dist = length(lv);
float da = 1.0;
- /*vec4 proj_tc = proj_mat * lp;
+ dist /= la;
+
+ /* clip to projector bounds
+ vec4 proj_tc = proj_mat * lp;
if (proj_tc.z < 0
|| proj_tc.z > 1
@@ -110,35 +112,42 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
return col;
}*/
- if (d > 0.0 && la > 0.0 && fa > 0.0)
+ fa += 1.0;
+ if (dist > 0.0 && la > 0.0 && fa > 0.0)
{
//normalize light vector
lv = normalize(lv);
//distance attenuation
- float dist = d/la;
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= dist_atten;
- //dist_atten *= 2.0f;
+ dist_atten *= 2.0f;
+
+ if (dist_atten <= 0.0)
+ {
+ return col;
+ }
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
- da *= max(dot(n, lv), 0.0);
-
- float lit = max(da * dist_atten, 0.0);
+ da *= dot(n, lv);
+
+ float lit = 0.0f;
float amb_da = ambiance;
- if (lit > 0)
- {
- col = light_col*lit*diffuse;
- amb_da += (da*0.5 + 0.5) * ambiance;
+ if (da > 0)
+ {
+ lit = max(da * dist_atten,0.0);
+ col = lit * light_col * diffuse;
+ amb_da += (da*0.5+0.5) * ambiance;
}
- amb_da += (da*da*0.5+0.5) * ambiance;
+ amb_da += (da*da*0.5 + 0.5) * ambiance;
amb_da *= dist_atten;
amb_da = min(amb_da, 1.0f - lit);
+
col.rgb += amb_da * light_col * diffuse;
if (spec.a > 0.0)
@@ -217,8 +226,15 @@ void main()
{
vec2 pos_screen = vary_texcoord0.xy;
- vec4 diffuse_linear = texture2D(diffuseMap, vary_texcoord0.xy);
- vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a);
+ vec4 diffuse_tap = texture2D(diffuseMap, vary_texcoord0.xy);
+
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+ vec4 diffuse_srgb = diffuse_tap;
+ vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_tap.a);
+#else
+ vec4 diffuse_linear = diffuse_tap;
+ vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_tap.a);
+#endif
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
if (diffuse_linear.a < minimum_alpha)
@@ -331,7 +347,7 @@ vec3 post_ambient = color.rgb;
vec3 post_sunlight = color.rgb;
- color.rgb *= diffuse_linear.rgb;
+ color.rgb *= diffuse_srgb.rgb;
vec3 post_diffuse = color.rgb;
@@ -358,7 +374,9 @@ vec3 post_diffuse = color.rgb;
vec3 sp = sun_contrib*scol / 16.0f;
sp = clamp(sp, vec3(0), vec3(1));
bloom = dot(sp, sp) / 6.0;
+#if !defined(SUNLIGHT_KILL)
color += sp * spec.rgb;
+#endif
}
}
@@ -371,8 +389,9 @@ vec3 post_spec = color.rgb;
vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
+#if !defined(SUNLIGHT_KILL)
color = mix(color.rgb, reflected_color, envIntensity);
-
+#endif
float cur_glare = max(reflected_color.r, reflected_color.g);
cur_glare = max(cur_glare, reflected_color.b);
cur_glare *= envIntensity*4.0;
@@ -382,13 +401,12 @@ vec3 post_spec = color.rgb;
vec3 post_env = color.rgb;
color = atmosFragLighting(color, additive, atten);
- color = scaleSoftClipFrag(color);
-
-vec3 post_atmo = color.rgb;
//convert to linear space before adding local lights
color = srgb_to_linear(color);
+vec3 post_atmo = color.rgb;
+
vec3 npos = normalize(-pos.xyz);
vec3 light = vec3(0,0,0);
@@ -410,6 +428,8 @@ vec3 post_atmo = color.rgb;
color.rgb += light.rgb;
#endif
+ color = scaleSoftClipFrag(color);
+
// (only) post-deferred needs inline gamma correction
color.rgb = linear_to_srgb(color.rgb);