diff options
| author | Dave Parks <davep@lindenlab.com> | 2013-07-01 16:27:20 -0500 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2013-07-01 16:27:20 -0500 | 
| commit | d6d2f74fbbf22ba70166a97e15b6c3b39e42ac4d (patch) | |
| tree | f4bdf0bb387e4d8157963d1c0f5f971d470fde22 /indra/newview/app_settings/shaders/class1 | |
| parent | d262ca32d3b80803595fcc3f61f008786125250d (diff) | |
NORSPEC-290 Shader optimization WIP -- compatibility pass with OpenGL 3.3, slight cleanup.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
3 files changed, 8 insertions, 23 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index b666b7b0d9..4b428cb904 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -93,7 +93,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  	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 /= d; @@ -230,7 +230,6 @@ void main()  	}  #endif -	vec4 gamma_diff = diff;  	vec3 normal = vary_norm;   	vec3 l = light_position[0].xyz; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index ed51e01a53..5a08980fec 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -36,7 +36,6 @@ uniform sampler2DRect diffuseRect;  uniform sampler2DRect specularRect;  uniform sampler2DRect normalMap;  uniform samplerCube environmentMap; -uniform sampler2D noiseMap;  uniform sampler2D lightFunc; @@ -99,7 +98,6 @@ void main()  	norm = normalize(norm);  	vec4 spec = texture2DRect(specularRect, frag.xy);  	vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb; -	float noise = texture2D(noiseMap, frag.xy/128.0).b;  	vec3 out_col = vec3(0,0,0);  	vec3 npos = normalize(-pos); @@ -122,14 +120,10 @@ void main()  				dist_atten *= dist_atten;  				dist_atten *= 2.0; -				dist_atten *= noise; -  				float lit = da * dist_atten;  				vec3 col = light_col[i].rgb*lit*diff; -				//vec3 col = vec3(dist2, light_col[i].a, lit); -			  				if (spec.a > 0.0)  				{  					lit = min(da*6.0, 1.0) * dist_atten; @@ -144,12 +138,8 @@ void main()  					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; -					} +					float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); +					col += max(lit*scol*light_col[i].rgb*spec.rgb, vec3(0.0));  				}  				out_col += col; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index f162f70592..b331258952 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -102,11 +102,10 @@ void main()  	{  		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 = max(dot(norm, lv), 0.0); +		float da = max(dot(norm, lv), 0.0);  		//float noise = texture2D(noiseMap, frag.xy/128.0).b; @@ -116,7 +115,7 @@ void main()  		dist_atten *= dist_atten;  		dist_atten *= 2.0; -		float lit = da * dist_atten; // * noise; +		float lit = da * dist_atten;  		col = color.rgb*lit*col; @@ -135,11 +134,8 @@ void main()  			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; -			} +			float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); +			col += max(lit*scol*color.rgb*spec.rgb, vec3(0.0));  		}  	} | 
