diff options
| author | Geenz <geenz@geenzo.com> | 2013-04-15 01:35:21 -0400 | 
|---|---|---|
| committer | Geenz <geenz@geenzo.com> | 2013-04-15 01:35:21 -0400 | 
| commit | 6257a8394c23b518febdf5ec9c9ecbdce224e046 (patch) | |
| tree | c2a0d5300cf030fd58622d49d8036b59b73df73d /indra/newview/app_settings/shaders/class1/deferred | |
| parent | 66b4900e70db9bf6244faee0bcde63060302f9fe (diff) | |
Normal mapped alpha support.  Specular and environment map support needs a bit of extra work (in progress).
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 37 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl | 81 | 
2 files changed, 101 insertions, 17 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 55dda06b46..8fb1d6f7b3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -55,14 +55,14 @@ VARYING vec3 vary_directional;  VARYING vec3 vary_fragcoord;  VARYING vec3 vary_position;  VARYING vec3 vary_pointlight_col; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_norm; +VARYING mat3 vary_rotation;  #if INDEX_MODE != NON_INDEXED_NO_COLOR  VARYING vec4 vertex_color;  #endif -VARYING vec2 vary_texcoord0; - -VARYING vec3 vary_norm;  uniform mat4 inv_proj;  uniform vec4 light_position[8]; @@ -70,13 +70,21 @@ uniform vec3 light_direction[8];  uniform vec3 light_attenuation[8];   uniform vec3 light_diffuse[8]; +uniform sampler2D bumpMap; +uniform samplerCube environmentMap; +uniform mat3 env_mat; + +uniform vec4 specular_color; +  uniform float shadow_offset; -float calcDirectionalLight(vec3 n, vec3 l) +vec2 calcDirectionalLight(vec3 n, vec3 l)  { -        float a = pow(max(dot(n,l),0.0), 0.7); -        return a; +	vec3 refl = normalize(reflect(vary_position.xyz, n.xyz)); +	float a = pow(max(dot(n,l),0.0), 0.7); +	refl.x = pow(pow(max(dot(refl, l), 0.0), specular_color.w * 128), 0.6); +	return vec2(a, refl.x);  }  float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) @@ -127,8 +135,15 @@ void main()  #else  	float vertex_color_alpha = vertex_color.a;  #endif - -	vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col; +	 +	vec3 normal = vary_norm; +	normal = texture2D(bumpMap, vary_texcoord0.xy).xyz * 2 - 1; +	normal = vec3(dot(normal.xyz, vary_rotation[0]), +				dot(normal.xyz, vary_rotation[1]), +				dot(normal.xyz, vary_rotation[2])); +	 +	vec2 slight = calcDirectionalLight(normal, light_position[0].xyz); +	vec3 dlight = slight.x * vary_directional.rgb * vary_pointlight_col;  	vec4 col = vec4(vary_ambient + dlight, vertex_color_alpha);  	vec4 color = diff * col; @@ -140,9 +155,11 @@ void main()  	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); +		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);  	} -	 + +	vec3 n = normalize(reflect(vary_position.xyz, normal.xyz)); +	n = vec3(dot(n, light_position[0].xyz));  	color.rgb += diff.rgb * vary_pointlight_col * light_col;  	frag_color = color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index bc08cc6dbf..784472c987 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -23,16 +23,30 @@   * $/LicenseInfo$   */ +#define INDEXED 1 +#define NON_INDEXED 2 +#define NON_INDEXED_NO_COLOR 3 +  uniform mat3 normal_matrix;  uniform mat4 texture_matrix0; +uniform mat4 projection_matrix;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix;  ATTRIBUTE vec3 position; +#if INDEX_MODE == INDEXED  void passTextureIndex(); +#endif  ATTRIBUTE vec3 normal;  ATTRIBUTE vec4 diffuse_color;  ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec3 binormal; + +#if HAS_SKIN +mat4 getObjectSkinnedTransform(); +#elif IS_AVATAR_SKIN +mat4 getSkinnedTransform(); +#endif  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); @@ -50,10 +64,14 @@ VARYING vec3 vary_fragcoord;  VARYING vec3 vary_position;  VARYING vec3 vary_pointlight_col; +#if INDEX_MODE != NON_INDEXED_NO_COLOR  VARYING vec4 vertex_color; +#endif +  VARYING vec2 vary_texcoord0;  VARYING vec3 vary_norm; +VARYING mat3 vary_rotation;  uniform float near_clip;  uniform float shadow_offset; @@ -102,24 +120,68 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  void main()  { +	vec4 pos; +	vec3 norm; +	  	//transform vertex +#if HAS_SKIN +	mat4 trans = getObjectSkinnedTransform(); +	trans = modelview_matrix * trans; +	 +	pos = trans * vec4(position.xyz, 1.0); +	 +	norm = position.xyz + normal.xyz; +	norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz); +	vec4 frag_pos = projection_matrix * pos; +	gl_Position = frag_pos; +#elif IS_AVATAR_SKIN +	mat4 trans = getSkinnedTransform(); +	vec4 pos_in = vec4(position.xyz, 1.0); +	pos.x = dot(trans[0], pos_in); +	pos.y = dot(trans[1], pos_in); +	pos.z = dot(trans[2], pos_in); +	pos.w = 1.0; +	 +	norm.x = dot(trans[0].xyz, normal); +	norm.y = dot(trans[1].xyz, normal); +	norm.z = dot(trans[2].xyz, normal); +	norm = normalize(norm); +	 +	vec4 frag_pos = projection_matrix * pos; +	gl_Position = frag_pos; +#else +	norm = normalize(normal_matrix * normal);  	vec4 vert = vec4(position.xyz, 1.0); -	passTextureIndex(); -	vec4 pos = (modelview_matrix * vert); +	pos = (modelview_matrix * vert);  	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); +#endif +#if INDEX_MODE == INDEXED +	passTextureIndex();  	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +#else +	vary_texcoord0 = texcoord0; +#endif -	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; -		 +	 +	vec3 n = norm; +	vec3 b = normalize(normal_matrix * binormal); +	vec3 t = cross(b, n); + +	vary_rotation[0] = vec3(t.x, b.x, n.x); +	vary_rotation[1] = vec3(t.y, b.y, n.y); +	vary_rotation[2] = vec3(t.z, b.z, n.z); +  	calcAtmospherics(pos.xyz);  	//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));  	vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); +	  	vary_pointlight_col = diffuse_color.rgb; +	  	col.rgb = vec3(0,0,0);  	// Add windlight lights @@ -129,12 +191,17 @@ void main()  	vary_directional.rgb = atmosAffectDirectionalLight(1);  	col.rgb = col.rgb*diffuse_color.rgb; -	 +#if INDEX_MODE != NON_INDEXED_NO_COLOR  	vertex_color = col; - -	 +#endif +#if HAS_SKIN +	vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); +#elif IS_AVATAR_SKIN +	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); +#else  	pos = modelview_projection_matrix * vert;  	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); +#endif  } | 
