diff options
| author | Dave Parks <davep@lindenlab.com> | 2010-01-08 13:31:04 -0600 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2010-01-08 13:31:04 -0600 | 
| commit | 728463b40b9794b9fa4cd5b7bad3f169033d0bc8 (patch) | |
| tree | 08dce6ab30b5a5931192a68c5b83e3aa25fb7bd7 /indra/newview/app_settings/shaders/class2/deferred | |
| parent | ae7324ea34492a084300497b5da7ac611ee911e8 (diff) | |
Cleaned up visible edges of projector frustum in diffuse/specular/ambient lighting from projectors.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl | 58 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl | 11 | 
2 files changed, 54 insertions, 15 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 45884d5732..3e29c684e8 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -43,6 +43,52 @@ uniform vec2 screen_res;  uniform mat4 inv_proj; +vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) +{ +	vec4 ret = texture2DLod(projectionMap, tc, lod); +	 +	vec2 dist = tc-vec2(0.5); +	 +	float det = max(1.0-lod/(proj_lod*0.5), 0.0); +	 +	float d = dot(dist,dist); +		 +	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); +	 +	return ret; +} + +vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) +{ +	vec4 ret = texture2DLod(projectionMap, tc, lod); +	 +	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); +	 +	float det = min(lod/(proj_lod*0.5), 1.0); +	 +	float d = min(dist.x, dist.y); +	 +	float edge = 0.25*det; +		 +	ret *= clamp(d/edge, 0.0, 1.0); +	 +	return ret; +} + +vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) +{ +	vec4 ret = texture2DLod(projectionMap, tc, lod); +	 +	vec2 dist = tc-vec2(0.5); +	 +	float d = dot(dist,dist); +		 +	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); +	 +	return ret; +} + +  vec4 getPosition(vec2 pos_screen)  {  	float depth = texture2DRect(depthMap, pos_screen.xy).a; @@ -126,7 +172,7 @@ void main()  			float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);  			float lod = diff * proj_lod; -			vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod); +			vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);  			vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; @@ -137,7 +183,7 @@ void main()  		}  		//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); -		vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, proj_lod); +		vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);  		amb_da += (da*da*0.5+0.5)*proj_ambiance; @@ -167,13 +213,17 @@ void main()  			if (stc.z > 0.0)  			{  				stc.xy /= stc.w; -					 + +				float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); +				 +				stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); +								  				if (stc.x < 1.0 &&  					stc.y < 1.0 &&  					stc.x > 0.0 &&  					stc.y > 0.0)  				{ -					vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); +					vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);  					col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;  				}  			} diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index d6534083cf..6617e33c0d 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -179,17 +179,6 @@ void main()  		}  	} -	/*if (spec.a > 0.0) -	{ -		//vec3 ref = reflect(normalize(pos), norm); -		float sa = dot(normalize(lv-normalize(pos)),norm);; -		//sa = max(sa, 0.0); -		//sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0); -		sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); -		sa *= noise; -		col += da*sa*lcol*spec.rgb; -	}*/ -	  	//attenuate point light contribution by SSAO component  	col *= texture2DRect(lightMap, frag.xy).g; | 
