diff options
author | Dave Parks <davep@lindenlab.com> | 2013-07-01 10:59:46 -0500 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2013-07-01 10:59:46 -0500 |
commit | d262ca32d3b80803595fcc3f61f008786125250d (patch) | |
tree | ab7b8e13920b309321390f41c663b775f162b0c7 /indra/newview/app_settings/shaders/class1 | |
parent | bd41392b7ec1dd90cd0039d87bbbef8beda1796a (diff) | |
parent | 1c9a4fc080bee955b5b18750fe8de7c24a3f912f (diff) |
Automated merge with https://bitbucket.org/lindenlab/viewer-cat
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
18 files changed, 125 insertions, 840 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 0899caa2af..b666b7b0d9 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -61,6 +61,7 @@ VARYING vec3 vary_directional; VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; +VARYING vec3 vary_pointlight_col_linear; VARYING vec2 vary_texcoord0; VARYING vec3 vary_norm; @@ -82,7 +83,7 @@ vec3 calcDirectionalLight(vec3 n, vec3 l) return vec3(a,a,a); } -vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector vec3 lv = lp.xyz-v; @@ -92,16 +93,16 @@ vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float float da = 0.0; - if (d > 0.0 && la > 0.0 && fa > 0.0) +// if (d > 0.0 && la > 0.0 && fa > 0.0) { //normalize light vector - lv = normalize(lv); + lv /= d; //distance attenuation - float dist = d/la; - da = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + float dist = d*la; + da = clamp(1.0-(dist+fa-1.0)/fa, 0.0, 1.0); da *= da; - da *= 1.4; + da *= 2.0; // spotlight coefficient. @@ -112,7 +113,7 @@ vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float da *= max(dot(n, lv), 0.0); } - return vec3(da,da,da); + return da; } #if HAS_SHADOW @@ -138,6 +139,25 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc) void main() { +#ifdef USE_INDEXED_TEX + vec4 diff = diffuseLookup(vary_texcoord0.xy); +#else + vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); +#endif + +#ifdef USE_VERTEX_COLOR + float vertex_color_alpha = vertex_color.a; +#else + float vertex_color_alpha = 1.0; +#endif + + float alpha = vertex_color_alpha*diff.a; + + vec4 gamma_diff = diff; + + diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f)); + + vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; frag *= screen_res; @@ -210,21 +230,7 @@ void main() } #endif -#ifdef USE_INDEXED_TEX - vec4 diff = diffuseLookup(vary_texcoord0.xy); -#else - vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); -#endif vec4 gamma_diff = diff; - - diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f)); - -#ifdef USE_VERTEX_COLOR - float vertex_color_alpha = vertex_color.a; -#else - float vertex_color_alpha = 1.0; -#endif - vec3 normal = vary_norm; vec3 l = light_position[0].xyz; @@ -243,6 +249,7 @@ void main() color.rgb = scaleSoftClip(color.rgb); + //convert to linear space color.rgb = pow(color.rgb, vec3(2.2)); col = vec4(0,0,0,0); @@ -257,8 +264,9 @@ void main() LIGHT_LOOP(6) LIGHT_LOOP(7) - color.rgb += diff.rgb * pow(vary_pointlight_col, vec3(2.2)) * col.rgb; + color.rgb += diff.rgb * vary_pointlight_col_linear * col.rgb; + //convert to gamma space color.rgb = pow(color.rgb, vec3(1.0/2.2)); frag_color = color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl deleted file mode 100755 index 2ce44d599f..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl +++ /dev/null @@ -1,150 +0,0 @@ -/** - * @file alphaF.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 - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2DRect depthMap; -uniform sampler2D diffuseMap; - - -uniform vec2 screen_res; - -vec3 atmosLighting(vec3 light); -vec3 scaleSoftClip(vec3 light); - -VARYING vec3 vary_ambient; -VARYING vec3 vary_directional; -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_position; -VARYING vec3 vary_pointlight_col; -VARYING vec2 vary_texcoord0; -VARYING vec4 vertex_color; -VARYING vec3 vary_norm; - -uniform mat4 inv_proj; - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -vec3 calcDirectionalLight(vec3 n, vec3 l) -{ - float a = pow(max(dot(n,l),0.0), 0.7); - return vec3(a,a,a); -} - -vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) -{ - //get light vector - vec3 lv = lp.xyz-v; - - //get distance - float d = dot(lv,lv); - - float da = 0.0; - - if (d > 0.0 && la > 0.0 && fa > 0.0) - { - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist2 = d/la; - da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - //angular attenuation - da *= max(pow(dot(n, lv), 0.7), 0.0); - } - - return vec3(da,da,da); -} - -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).a; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -void main() -{ - vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; - frag *= screen_res; - - vec4 pos = vec4(vary_position, 1.0); - - vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy); - - vec3 n = vary_norm; - vec3 l = light_position[0].xyz; - vec3 dlight = calcDirectionalLight(n, l); - dlight = dlight * vary_directional.rgb * vary_pointlight_col; - - vec4 col = vec4(vary_ambient + dlight, vertex_color.a); - vec4 color = diff * col; - - color.rgb = atmosLighting(color.rgb); - - color.rgb = scaleSoftClip(color.rgb); - vec3 light_col = vec3(0,0,0); - - #define LIGHT_LOOP(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_LOOP(1) - LIGHT_LOOP(2) - LIGHT_LOOP(3) - LIGHT_LOOP(4) - LIGHT_LOOP(5) - LIGHT_LOOP(6) - LIGHT_LOOP(7) - - color.rgb += diff.rgb * vary_pointlight_col * light_col; - - color.rgb = pow(color.rgb, vec3(1.0/2.2)); - - frag_color = color; - //frag_color = vec4(1,0,1,1); - //frag_color = vec4(1,0,1,1)*shadow; - -} - diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl deleted file mode 100755 index 1113a9845b..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl +++ /dev/null @@ -1,92 +0,0 @@ -/** - * @file alphaNonIndexedNoColorF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform float minimum_alpha; - -uniform sampler2DRect depthMap; -uniform sampler2D diffuseMap; - -uniform vec2 screen_res; - -vec3 atmosLighting(vec3 light); -vec3 scaleSoftClip(vec3 light); - -VARYING vec3 vary_ambient; -VARYING vec3 vary_directional; -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_position; -VARYING vec3 vary_pointlight_col; -VARYING vec2 vary_texcoord0; - -uniform mat4 inv_proj; - -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).a; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -void main() -{ - vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; - frag *= screen_res; - - vec4 pos = vec4(vary_position, 1.0); - - vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy); - - if (diff.a < minimum_alpha) - { - discard; - } - - vec4 col = vec4(vary_ambient + vary_directional.rgb, 1.0); - vec4 color = diff * col; - - - color.rgb = atmosLighting(color.rgb); - - color.rgb = scaleSoftClip(color.rgb); - - color.rgb += diff.rgb * vary_pointlight_col.rgb; - - frag_color = color; -} - diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl deleted file mode 100755 index 5f93986f1d..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl +++ /dev/null @@ -1,136 +0,0 @@ -/** - * @file alphaSkinnedV.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 - * $/LicenseInfo$ - */ - -uniform mat4 projection_matrix; -uniform mat4 modelview_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -mat4 getObjectSkinnedTransform(); -void calcAtmospherics(vec3 inPositionEye); - -float calcDirectionalLight(vec3 n, vec3 l); - -vec3 atmosAmbient(vec3 light); -vec3 atmosAffectDirectionalLight(float lightIntensity); - -VARYING vec3 vary_position; -VARYING vec3 vary_ambient; -VARYING vec3 vary_directional; -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_pointlight_col; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -VARYING vec3 vary_norm; - -uniform float near_clip; - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -float calcDirectionalLight(vec3 n, vec3 l) -{ - float a = max(dot(n,l),0.0); - return a; -} - -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) -{ - //get light vector - vec3 lv = lp.xyz-v; - - //get distance - float d = dot(lv,lv); - - float da = 0.0; - - if (d > 0.0 && la > 0.0 && fa > 0.0) - { - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist2 = d/la; - da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - - // 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); - } - - return da; -} - -void main() -{ - vary_texcoord0 = texcoord0; - - vec4 pos; - vec3 norm; - - 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); - vary_norm = norm; - vec4 frag_pos = projection_matrix * pos; - gl_Position = frag_pos; - - vary_position = pos.xyz; - - 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 - col.rgb = atmosAmbient(vec3(0.)); - - vary_ambient = col.rgb*diffuse_color.rgb; - vary_directional.rgb = atmosAffectDirectionalLight(1); - - col.rgb = col.rgb*diffuse_color.rgb; - - vertex_color = col; - - - - vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); -} - - diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 9d3ba564cd..cc63baa422 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -68,6 +68,7 @@ VARYING vec3 vary_directional; VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; +VARYING vec3 vary_pointlight_col_linear; #ifdef USE_VERTEX_COLOR VARYING vec4 vertex_color; @@ -79,43 +80,8 @@ VARYING vec3 vary_norm; uniform float near_clip; -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - uniform vec3 sun_dir; -vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) -{ - //get light vector - vec3 lv = lp.xyz-v; - - //get distance - float d = dot(lv,lv); - - float da = 0.0; - - if (d > 0.0 && la > 0.0 && fa > 0.0) - { - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist2 = d/la; - da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - - // 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); - } - - return vec3(da,da,da); -} - void main() { vec4 pos; @@ -181,6 +147,7 @@ void main() vary_pointlight_col = diff; + vary_pointlight_col_linear = pow(diff, vec3(2.2)); col.rgb = vec3(0,0,0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl index c8ddefac26..145cf524d4 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl @@ -71,18 +71,18 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa vec3 lv = lp.xyz-v; //get distance - float d = dot(lv,lv); + float d = length(lv); float da = 0.0; - if (d > 0.0 && la > 0.0 && fa > 0.0) + //if (d > 0.0 && la > 0.0 && fa > 0.0) { //normalize light vector - lv = normalize(lv); + lv /= d; //distance attenuation - float dist2 = d/la; - da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + float dist = d*la; + da = clamp(1.0-(dist-1.0+fa)/fa, 0.0, 1.0); // spotlight coefficient. float spot = max(dot(-ln, lv), is_pointlight); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl deleted file mode 100755 index d6149fcc32..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ /dev/null @@ -1,153 +0,0 @@ -/** - * @file avatarAlphaV.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 - * $/LicenseInfo$ - */ - -uniform mat4 projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); -mat4 getSkinnedTransform(); -void calcAtmospherics(vec3 inPositionEye); - -float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); - -vec3 atmosAmbient(vec3 light); -vec3 atmosAffectDirectionalLight(float lightIntensity); -vec3 scaleDownLight(vec3 light); -vec3 scaleUpLight(vec3 light); - -VARYING vec3 vary_position; -VARYING vec3 vary_ambient; -VARYING vec3 vary_directional; -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_pointlight_col; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - - -uniform float near_clip; - -uniform vec4 color; - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -float calcDirectionalLight(vec3 n, vec3 l) -{ - float a = max(dot(n,l),0.0); - return a; -} - -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) -{ - //get light vector - vec3 lv = lp.xyz-v; - - //get distance - float d = dot(lv,lv); - - float da = 0.0; - - if (d > 0.0 && la > 0.0 && fa > 0.0) - { - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist2 = d/la; - da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - - // 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); - } - - return da; -} - -void main() -{ - vary_texcoord0 = texcoord0; - - vec4 pos; - vec3 norm; - - 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; - - vary_position = pos.xyz; - - calcAtmospherics(pos.xyz); - - vec4 col = vec4(0.0, 0.0, 0.0, 1.0); - - // Collect normal lights - col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z); - col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z); - col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z); - col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z); - col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z); - col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z); - - vary_pointlight_col = col.rgb*color.rgb; - - col.rgb = vec3(0,0,0); - - // Add windlight lights - col.rgb = atmosAmbient(vec3(0.)); - - vary_ambient = col.rgb*color.rgb; - vary_directional = color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0)); - - col.rgb = col.rgb * color.rgb; - - vertex_color = col; - - - - vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); -} - - diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 968a5f6b3d..a4f54dff70 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -59,22 +59,6 @@ vec4 getPosition(vec2 pos_screen) return pos; } -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -91,7 +75,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 618ea747f5..27bb43110b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -133,16 +133,16 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe vec3 col = vec3(0,0,0); - if (d > 0.0 && la > 0.0 && fa > 0.0) + //if (d > 0.0 && la > 0.0 && fa > 0.0) { //normalize light vector - lv = normalize(lv); + lv /= d; //distance attenuation - float dist = d/la; - float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + float dist = d*la; + float dist_atten = clamp(1.0-(dist-1.0+fa)/fa, 0.0, 1.0); dist_atten *= dist_atten; - dist_atten *= 1.4; + dist_atten *= 2.0; // spotlight coefficient. float spot = max(dot(-ln, lv), is_pointlight); @@ -428,22 +428,6 @@ VARYING vec3 vary_normal; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -460,7 +444,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 868526d457..ed51e01a53 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -45,9 +45,8 @@ uniform float sun_wash; uniform int light_count; -#define MAX_LIGHT_COUNT 16 -uniform vec4 light[MAX_LIGHT_COUNT]; -uniform vec4 light_col[MAX_LIGHT_COUNT]; +uniform vec4 light[LIGHT_COUNT]; +uniform vec4 light_col[LIGHT_COUNT]; VARYING vec4 vary_fragcoord; uniform vec2 screen_res; @@ -56,22 +55,6 @@ uniform float far_z; uniform mat4 inv_proj; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -88,7 +71,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif vec4 getPosition(vec2 pos_screen) { @@ -122,73 +104,59 @@ void main() vec3 npos = normalize(-pos); // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop - for (int i = 0; i < MAX_LIGHT_COUNT; ++i) + for (int i = 0; i < LIGHT_COUNT; ++i) { - bool light_contrib = (i < light_count); - vec3 lv = light[i].xyz-pos; - float dist = length(lv); - dist /= light[i].w; - if (dist > 1.0) + float d = length(lv); + float dist = d * light[i].w; + if (dist <= 1.0) { - light_contrib = false; - } - - float da = dot(norm, lv); - if (da < 0.0) - { - light_contrib = false; - } - - if (light_contrib) - { - lv = normalize(lv); - da = dot(norm, lv); + float da = dot(norm, lv); + if (da > 0.0) + { + lv /= d; + da = dot(norm, lv); - float fa = light_col[i].a+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 fa = light_col[i].a+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; - dist_atten *= noise; + dist_atten *= noise; - float lit = da * dist_atten; + float lit = da * dist_atten; - vec3 col = light_col[i].rgb*lit*diff; + vec3 col = light_col[i].rgb*lit*diff; - //vec3 col = vec3(dist2, light_col[i].a, lit); + //vec3 col = vec3(dist2, light_col[i].a, lit); - if (spec.a > 0.0) - { - lit = min(da*6.0, 1.0) * dist_atten; - //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) + if (spec.a > 0.0) { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - col += lit*scol*light_col[i].rgb*spec.rgb; - //col += spec.rgb; + lit = min(da*6.0, 1.0) * dist_atten; + //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*light_col[i].rgb*spec.rgb; + //col += spec.rgb; + } } - } - out_col += col; + out_col += col; + } } } - if (dot(out_col, out_col) <= 0.0) - { - discard; - } - frag_color.rgb = out_col; frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 97bf49a605..7d39ad7bc1 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -67,22 +67,6 @@ uniform vec2 screen_res; uniform mat4 inv_proj; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -99,7 +83,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif vec4 correctWithGamma(vec4 col) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index caf20ce707..f162f70592 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -35,7 +35,7 @@ uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect normalMap; uniform samplerCube environmentMap; -uniform sampler2D noiseMap; +//uniform sampler2D noiseMap; uniform sampler2D lightFunc; uniform sampler2DRect depthMap; @@ -54,22 +54,6 @@ uniform vec2 screen_res; uniform mat4 inv_proj; uniform vec4 viewport; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -86,7 +70,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif vec4 getPosition(vec2 pos_screen) { @@ -110,64 +93,56 @@ void main() vec3 pos = getPosition(frag.xy).xyz; vec3 lv = trans_center.xyz-pos; - float dist = length(lv); - dist /= size; - if (dist > 1.0) - { - discard; - } + float d = length(lv); - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - norm = decode_normal(norm.xy); // unpack norm - float da = dot(norm, lv); - if (da < 0.0) + float dist = d*size; + + vec3 col = vec3(0.0); + if (dist <= 1.0) { - discard; - } + vec3 norm = texture2DRect(normalMap, frag.xy).xyz; + norm = decode_normal(norm.xy); // unpack norm + float da = dot(norm, lv); - norm = normalize(norm); - lv = normalize(lv); - da = dot(norm, lv); + norm = normalize(norm); + lv = normalize(lv); + da = max(dot(norm, lv), 0.0); - float noise = texture2D(noiseMap, frag.xy/128.0).b; + //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; + col = texture2DRect(diffuseRect, frag.xy).rgb; + float fa = falloff+1.0; + float dist_atten = clamp(1.0-(dist-1.0+fa)/fa, 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0; - float lit = da * dist_atten * noise; + float lit = da * dist_atten; // * noise; - col = color.rgb*lit*col; + 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) + vec4 spec = texture2DRect(specularRect, frag.xy); + if (spec.a > 0.0) { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - col += lit*scol*color.rgb*spec.rgb; + 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; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl index a5625fbc16..aeef09cf5f 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl @@ -37,7 +37,7 @@ VARYING vec3 trans_center; void main() { //transform vertex - vec3 p = position*size+center; + vec3 p = position*1.f/size+center; vec4 pos = modelview_projection_matrix * vec4(p.xyz, 1.0); vary_fragcoord = pos; trans_center = (modelview_matrix*vec4(center.xyz, 1.0)).xyz; diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 08583ad0f2..f0d2746700 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -78,22 +78,6 @@ vec3 vary_AtmosAttenuation; uniform mat4 inv_proj; uniform vec2 screen_res; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec3 decode_normal (vec2 enc) { vec2 fenc = enc*4-2; @@ -104,7 +88,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif vec4 getPosition_d(vec2 pos_screen, float depth) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 1975b18652..045d1a00cd 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -65,22 +65,6 @@ uniform vec2 screen_res; uniform mat4 inv_proj; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -97,7 +81,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif vec4 correctWithGamma(vec4 col) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index 6653f57ee1..c0a5865bef 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -49,22 +49,6 @@ VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -81,7 +65,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif vec4 getPosition(vec2 pos_screen) { diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl index a9288b3df6..dc0b989e34 100755 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl @@ -45,7 +45,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa lv *= 1.0/d; //distance attenuation - float da = clamp(1.0/(la * d), 0.0, 1.0); + float da = clamp(1.0/(1.f/la * d), 0.0, 1.0); // spotlight coefficient. float spot = max(dot(-ln, lv), is_pointlight); diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl index 7f3f84398b..c325a236d7 100755 --- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl @@ -91,8 +91,8 @@ void main() // Collect normal lights (need to be divided by two, as we later multiply by 2) col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz); - col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z); - col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z); + col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], 1.f/light_attenuation[2].x, light_attenuation[2].z); + col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], 1.f/light_attenuation[3].x, light_attenuation[3].z); vertex_color = col*color; } |