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authorDave Parks <davep@lindenlab.com>2013-04-19 17:20:52 -0500
committerDave Parks <davep@lindenlab.com>2013-04-19 17:20:52 -0500
commit6881b01ea9f652507cb5dfc5da70458ca80c6d52 (patch)
tree33459df5653052f2f1eb3b99392203464253ee71 /indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
parentf9ff68b5e3b016a53fe987e5b51442741ca88f15 (diff)
NORSPEC-139 Fix for non-fullscreen spotlight lighting mismatching fullscreen spotlight lighting
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl87
1 files changed, 47 insertions, 40 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;
}
}
}