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authorDave Parks <davep@lindenlab.com>2013-06-19 11:31:44 -0500
committerDave Parks <davep@lindenlab.com>2013-06-19 11:31:44 -0500
commit6c061ae4fd3c5de9a73035855180df2b26dae3dd (patch)
tree4d46d86d34e4abd2f3f57481fda67dcec335ba66 /indra/newview/app_settings/shaders/class2
parent2655c7a17ae38a073dcf8f05b0127b68edc34c95 (diff)
parentb49594662573959e0d7ccc08a2b266b3abc8130e (diff)
Automated merge with https://bitbucket.org/lindenlab/viewer-development-materials
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl11
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl37
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl12
-rwxr-xr-xindra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl7
4 files changed, 41 insertions, 26 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index eaacb93cb9..780df9ed1a 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -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 *= 2.0;
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 4fe2f1551e..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;
@@ -374,30 +390,27 @@ void main()
}
- col = mix(col.rgb, pow(diffuse.rgb, vec3(1.0/2.2)), diffuse.a);
-
-
+ col = mix(col, diffuse.rgb, diffuse.a);
+
if (envIntensity > 0.0)
{ //add environmentmap
vec3 env_vec = env_mat * refnormpersp;
- float exponent = mix(2.2, 1.0, diffuse.a);
- vec3 refcol = pow(textureCube(environmentMap, env_vec).rgb, vec3(exponent))*exponent;
+ vec3 refcol = textureCube(environmentMap, env_vec).rgb;
col = mix(col.rgb, refcol,
envIntensity);
}
-
- float exponent = mix(1.0, 2.2, diffuse.a);
- col = pow(col, vec3(exponent));
-
+
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 bdb713d682..fc0e6b2388 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -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 *= 2.0;
+
if (dist_atten <= 0.0)
{
discard;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
index 8fd06c7e2f..d174805cc0 100755
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
@@ -54,7 +54,6 @@ uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
uniform vec4 glow;
-uniform float global_gamma;
void calcAtmospherics(vec3 inPositionEye) {
@@ -132,9 +131,9 @@ void calcAtmospherics(vec3 inPositionEye) {
+ tmpAmbient)));
//brightness of surface both sunlight and ambient
- 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);
+ setSunlitColor(vec3(sunlight * .5));
+ setAmblitColor(vec3(tmpAmbient * .25));
+ setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
// vary_SunlitColor = vec3(0);
// vary_AmblitColor = vec3(0);