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author | Alexander Gavriliuk <alexandrgproductengine@lindenlab.com> | 2023-11-30 17:47:58 +0100 |
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committer | Alexander Gavriliuk <alexandrgproductengine@lindenlab.com> | 2023-12-05 03:37:06 +0100 |
commit | c9cd5631e4b149f83c5a49c8fbf869cf2fb5b6a7 (patch) | |
tree | d09566a4132530ea65574a886540e0f258103017 /indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl | |
parent | 54db4206e9302e7510bc4f103ff59714c1be942d (diff) | |
parent | 683bf84bb38adc88d4a4b7fedaed89b41fcac45e (diff) |
Merge branch 'main' into DRTVWR-489
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl | 132 |
1 files changed, 0 insertions, 132 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl deleted file mode 100644 index 18616a9bb3..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ /dev/null @@ -1,132 +0,0 @@ -/** - * @file pointLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect normalMap; -uniform samplerCube environmentMap; -uniform sampler2D noiseMap; -uniform sampler2D lightFunc; -uniform sampler2DRect depthMap; - -uniform vec3 env_mat[3]; -uniform float sun_wash; - -uniform vec3 color; -uniform float falloff; -uniform float size; - -VARYING vec4 vary_fragcoord; -VARYING vec3 trans_center; - -uniform vec2 screen_res; - -uniform mat4 inv_proj; -uniform vec4 viewport; - -vec3 getNorm(vec2 pos_screen); -vec4 getPosition(vec2 pos_screen); -vec3 srgb_to_linear(vec3 c); - -void main() -{ - vec4 frag = vary_fragcoord; - frag.xyz /= frag.w; - frag.xyz = frag.xyz*0.5+0.5; - frag.xy *= screen_res; - - vec3 pos = getPosition(frag.xy).xyz; - vec3 lv = trans_center.xyz-pos; - float dist = length(lv); - dist /= size; - if (dist > 1.0) - { - discard; - } - - vec3 norm = getNorm(frag.xy); - - float da = dot(norm, lv); - if (da < 0.0) - { - discard; - } - - lv = normalize(lv); - da = dot(norm, lv); - - float noise = texture2D(noiseMap, frag.xy/128.0).b; - - vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; - - float fa = falloff+1.0; - float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0; - - float lit = da * dist_atten * noise; - - col = color.rgb*lit*col; - - vec4 spec = texture2DRect(specularRect, frag.xy); - if (spec.a > 0.0) - { - lit = min(da*6.0, 1.0) * dist_atten; - - vec3 npos = -normalize(pos); - 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; - } - } - - if (dot(col, col) <= 0.0) - { - discard; - } - - frag_color.rgb = col; - frag_color.a = 0.0; -} |