diff options
| author | Graham Linden <graham@lindenlab.com> | 2019-03-26 10:28:25 -0700 | 
|---|---|---|
| committer | Graham Linden <graham@lindenlab.com> | 2019-03-26 10:28:25 -0700 | 
| commit | fb7c887a5e09024731038eef0a57e5f1e8e08b2e (patch) | |
| tree | 9563119c9a44e03c642de828cb93e9399e1c4c35 /indra/newview/app_settings/shaders/class1/deferred | |
| parent | 446afe2d1a081a0e10a34749bbe1e4475075dae0 (diff) | |
More consistent lighting across ALM/non-ALM/deferred/forward rendering.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 11 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 19 | 
2 files changed, 21 insertions, 9 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index fdbf5ec840..dac93cee3a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -100,12 +100,14 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec          vec3 norm = normalize(n);          da = max(0.0, dot(norm, lv)); +        //da = min(da, shadow);          da = clamp(da, 0.0, 1.0);          //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;          // spotlight coefficient.          float spot = max(dot(-ln, lv), is_pointlight); @@ -113,12 +115,16 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec          // to match spotLight (but not multiSpotLight) *sigh*          float lit = max(da * dist_atten,0.0); + +        // the shadowmap is wrong for alpha objects +        // since we only have 2 maps but N spots +        //col = lit * light_col * diffuse * shadow;          col = lit * light_col * diffuse;          float amb_da = ambiance; +        amb_da += (da*0.5) * (1.0 - shadow) * ambiance; +        amb_da += (da*da*0.5 + 0.5) * (1.0 - shadow) * ambiance;          amb_da *= dist_atten; -        amb_da += (da*0.5) * ambiance; -        amb_da += (da*da*0.5 + 0.25) * ambiance;          amb_da = min(amb_da, 1.0f - lit);          col.rgb += amb_da * light_col * diffuse; @@ -189,6 +195,7 @@ void main()      vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir;      float da = dot(norm.xyz, light_dir.xyz);            da = clamp(da, 0.0, 1.0); +          da = pow(da, 1.0 / 1.3);      vec4 color = vec4(0,0,0,0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 9112b6afd3..c43b5b22bf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -104,23 +104,28 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe          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; +          // spotlight coefficient.          float spot = max(dot(-ln, lv), is_pointlight);          da *= spot*spot; // GL_SPOT_EXPONENT=2          //angular attenuation          da = dot(n, lv); +        //da = min(da, shadow);          da *= clamp(da, 0.0, 1.0); -         +          float lit = max(da * dist_atten, 0.0); +        // shadowmap is wrong for alpha-blended objs +        // since we created shadowmaps for 2 but render N +        //col = light_col*lit*diffuse*shadow;          col = light_col*lit*diffuse; - +                  float amb_da = ambiance; +        amb_da += (da*0.5) * (1.0 - shadow) * ambiance; +        amb_da += (da*da*0.5 + 0.5) * (1.0 - shadow) * ambiance;          amb_da *= dist_atten; -        amb_da += (da*0.5) * ambiance; -        amb_da += (da*da*0.5 + 0.25) * ambiance;          amb_da = min(amb_da, 1.0f - lit);          col.rgb += amb_da * light_col * diffuse; @@ -135,10 +140,10 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe              float sa = nh;              float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; -            float gtdenom = abs(2 * nh); +            float gtdenom = 2 * nh;              float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); -            if (gtdenom > 0.0) +            if (nh > 0.0)              {                  float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);                  vec3 speccol = lit*scol*light_col.rgb*spec.rgb; | 
