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author | Oz Linden <oz@lindenlab.com> | 2013-04-10 17:40:38 -0400 |
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committer | Oz Linden <oz@lindenlab.com> | 2013-04-10 17:40:38 -0400 |
commit | a280ff382c8e62d3c4d694d3bfb289003ba0e95a (patch) | |
tree | c0e0ecd043b05cb8764bf4b1f2cfb944a0202d5a /indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl | |
parent | 41097e74ecea7f99d2e4b0ee03dfa40ed6463f46 (diff) | |
parent | 84475635b9c3db8d42f2f0a256d34c08274f53ed (diff) |
merge per pixel improvement from geenz
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl | 54 |
1 files changed, 51 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl index 228dc104ac..8fd8bb8066 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -52,12 +52,54 @@ VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; VARYING vec2 vary_texcoord0; VARYING vec4 vertex_color; +VARYING vec3 vary_norm; uniform vec2 shadow_res; uniform float shadow_bias; uniform mat4 inv_proj; +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 = pow(max(dot(n,l),0.0), 0.7); + 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(pow(dot(n, lv), 0.7), 0.0); + } + + return da; +} + vec4 getPosition(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen.xy).a; @@ -161,17 +203,23 @@ void main() { shadow = 1.0; } - + vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col; vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); - vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a); + vec4 col = vec4(vary_ambient + dlight*shadow, vertex_color.a); vec4 color = diff * col; color.rgb = atmosLighting(color.rgb); color.rgb = scaleSoftClip(color.rgb); + vec3 light_col = vec3(0,0,0); - color.rgb += diff.rgb * vary_pointlight_col.rgb; + 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); + } + + color.rgb += diff.rgb * vary_pointlight_col * light_col; frag_color = color; } |