diff options
author | Dave Parks <davep@lindenlab.com> | 2013-06-13 18:13:30 -0500 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2013-06-13 18:13:30 -0500 |
commit | 8d67ad3d86cbc57631c4b56926ff9a0ea5b82897 (patch) | |
tree | fb237b131c6b33bc10f784ce3531088d6bb00314 /indra/newview/app_settings/shaders/class2/deferred | |
parent | 7b28a9a541464ece86e6d09fe7a85f307a710ddb (diff) |
NORSPEC-261 No more magic numbers, parity between forward and deferred rendering WRT to windlight and legacy shininess.
Reviewed by Graham (a little bit).
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred')
4 files changed, 134 insertions, 116 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 2300487a90..527d72a1cd 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -68,38 +68,38 @@ 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);
- return n.xy / f + 0.5;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec2 fenc = enc*4-2;
- float f = dot(fenc,fenc);
- float g = sqrt(1-f/4);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1-f/2;
- return n;
-}
+#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); + return n.xy / f + 0.5; +} + +vec3 decode_normal (vec2 enc) +{ + vec2 fenc = enc*4-2; + float f = dot(fenc,fenc); + float g = sqrt(1-f/4); + vec3 n; + n.xy = fenc*g; + n.z = 1-f/2; + return n; +} #endif vec4 correctWithGamma(vec4 col) @@ -179,9 +179,9 @@ void main() vec3 pos = getPosition(frag.xy).xyz; vec3 lv = center.xyz-pos.xyz; - float dist2 = dot(lv,lv); - dist2 /= size; - if (dist2 > 1.0) + float dist = length(lv); + dist /= size; + if (dist > 1.0) { discard; } @@ -215,8 +215,9 @@ void main() proj_tc.xyz /= proj_tc.w; float fa = falloff+1.0; - float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); - dist_atten = pow(dist_atten, 2.2) * 2.2; + float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); + dist_atten *= dist_atten; + dist_atten *= 1.4; if (dist_atten <= 0.0) { discard; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index eb83fab6b5..67bac1f7c2 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -254,9 +254,13 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { + tmpAmbient))); //brightness of surface both sunlight and ambient - setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * global_gamma); + /*setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * global_gamma); setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * global_gamma); - setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * global_gamma); + setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * global_gamma);*/ + + setSunlitColor(vec3(sunlight * .5)); + setAmblitColor(vec3(tmpAmbient * .25)); + setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); } vec3 atmosLighting(vec3 light) @@ -332,7 +336,14 @@ void main() float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); + float light_gamma = 1.0/1.3; + da = pow(da, light_gamma); + + vec4 diffuse = texture2DRect(diffuseRect, tc); + + //convert to gamma space + diffuse.rgb = pow(diffuse.rgb, vec3(1.0/2.2)); vec3 col; float bloom = 0.0; @@ -340,7 +351,12 @@ void main() vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; + scol_ambocc = pow(scol_ambocc, vec2(light_gamma)); + float scol = max(scol_ambocc.r, diffuse.a); + + + float ambocc = scol_ambocc.g; calcAtmospherics(pos.xyz, ambocc); @@ -353,7 +369,7 @@ void main() col.rgb *= ambient; - col += atmosAffectDirectionalLight(max(min(da, scol) * 2.6, 0.0)); + col += atmosAffectDirectionalLight(max(min(da, scol), 0.0)); col *= diffuse.rgb; @@ -374,28 +390,27 @@ void main() } - col = mix(col.rgb, diffuse.rgb, diffuse.a); - + col = mix(col, diffuse.rgb, diffuse.a); + if (envIntensity > 0.0) { //add environmentmap vec3 env_vec = env_mat * refnormpersp; - vec3 refcol = textureCube(environmentMap, env_vec).rgb; - col = mix(pow(col.rgb, vec3(1.0/2.2)), refcol, + col = mix(col.rgb, refcol, envIntensity); - col = pow(col, vec3(2.2)); - } - + if (norm.w < 0.5) { col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); } + col = pow(col, vec3(2.2)); + //col = vec3(1,0,1); //col.g = envIntensity; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 9e062e46d7..f9560ea992 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -68,38 +68,38 @@ 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);
- return n.xy / f + 0.5;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec2 fenc = enc*4-2;
- float f = dot(fenc,fenc);
- float g = sqrt(1-f/4);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1-f/2;
- return n;
-}
+#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); + return n.xy / f + 0.5; +} + +vec3 decode_normal (vec2 enc) +{ + vec2 fenc = enc*4-2; + float f = dot(fenc,fenc); + float g = sqrt(1-f/4); + vec3 n; + n.xy = fenc*g; + n.z = 1-f/2; + return n; +} #endif vec4 correctWithGamma(vec4 col) @@ -178,9 +178,9 @@ void main() vec3 pos = getPosition(frag.xy).xyz; vec3 lv = trans_center.xyz-pos.xyz; - float dist2 = dot(lv,lv); - dist2 /= size; - if (dist2 > 1.0) + float dist = length(lv); + dist /= size; + if (dist > 1.0) { discard; } @@ -212,8 +212,10 @@ void main() proj_tc.xyz /= proj_tc.w; float fa = falloff+1.0; - float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); - dist_atten = pow(dist_atten, 2.2) * 2.2; + float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); + dist_atten *= dist_atten; + dist_atten *= 1.4; + if (dist_atten <= 0.0) { discard; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 334baad8b4..7b09dd29dd 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -65,38 +65,38 @@ uniform float shadow_offset; uniform float spot_shadow_bias; uniform float spot_shadow_offset; -#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);
- return n.xy / f + 0.5;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec2 fenc = enc*4-2;
- float f = dot(fenc,fenc);
- float g = sqrt(1-f/4);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1-f/2;
- return n;
-}
+#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); + return n.xy / f + 0.5; +} + +vec3 decode_normal (vec2 enc) +{ + vec2 fenc = enc*4-2; + float f = dot(fenc,fenc); + float g = sqrt(1-f/4); + vec3 n; + n.xy = fenc*g; + n.z = 1-f/2; + return n; +} #endif vec4 getPosition(vec2 pos_screen) |