diff options
| author | Dave Parks <davep@lindenlab.com> | 2013-04-19 02:56:15 -0500 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2013-04-19 02:56:15 -0500 | 
| commit | f9ff68b5e3b016a53fe987e5b51442741ca88f15 (patch) | |
| tree | 4f3b31e60e6b2243fd2eeb63c7c5b5c1153efd89 /indra/newview/app_settings/shaders/class2 | |
| parent | b145007941c0dd9d30fadc834426e22e5a113edf (diff) | |
Cleanup specular highlights from spot lights
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl | 77 | 
1 files changed, 42 insertions, 35 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index cb8d1f6910..cfd50ec1ec 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -82,7 +82,6 @@ vec3 decode_normal (vec2 enc)  vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret.rgb = pow(ret.rgb, vec3(2.2));  	vec2 dist = tc-vec2(0.5); @@ -98,7 +97,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret.rgb = pow(ret.rgb, vec3(2.2));  	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -116,7 +114,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)  vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret.rgb = pow(ret.rgb, vec3(2.2));  	vec2 dist = tc-vec2(0.5); @@ -169,6 +166,9 @@ void main()  	}  	vec3 norm = texture2DRect(normalMap, frag.xy).xyz; +	 +	float envIntensity = norm.z; +  	norm = decode_normal(norm.xy);  	norm = normalize(norm); @@ -184,7 +184,6 @@ void main()  	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;  	if (dist_atten <= 0.0)  	{  		discard; @@ -197,7 +196,11 @@ void main()  	vec3 col = vec3(0,0,0);  	vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; -		 +	 +	vec4 spec = texture2DRect(specularRect, frag.xy); + +	 +  	float noise = texture2D(noiseMap, frag.xy/128.0).b;  	if (proj_tc.z > 0.0 &&  		proj_tc.x < 1.0 && @@ -205,11 +208,13 @@ void main()  		proj_tc.x > 0.0 &&  		proj_tc.y > 0.0)  	{ -		float lit = 0.0;  		float amb_da = proj_ambiance; -		 +		float lit = 0.0; +  		if (da > 0.0)  		{ +			lit = da * dist_atten * noise; +  			float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);  			float lod = diff * proj_lod; @@ -217,8 +222,6 @@ void main()  			vec3 lcol = color.rgb * plcol.rgb * plcol.a; -			lit = da * dist_atten * noise; -  			col = lcol*lit*diff_tex*shadow;  			amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;  		} @@ -235,10 +238,36 @@ void main()  		col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;  	} + +	if (spec.a > 0.0) +	{ +		float lit = da * dist_atten * noise; +		vec3 npos = -normalize(pos); + +		//vec3 ref = dot(pos+lv, norm); +		vec3 h = normalize(lv+npos); +		float nh = dot(norm, h); +		float nv = dot(norm, npos); +		float vh = dot(npos, h); +		float sa = nh; +		float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; + +		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*shadow; +			//col += spec.rgb; +		} +	}	 -	vec4 spec = texture2DRect(specularRect, frag.xy); -	if (spec.a > 0.0) +	 +	 + +	if (envIntensity > 0.0)  	{  		vec3 ref = reflect(normalize(pos), norm); @@ -256,7 +285,7 @@ void main()  			{  				stc.xy /= stc.w; -				float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); +				float fatten = clamp(envIntensity*envIntensity+envIntensity*0.5, 0.25, 1.0);  				//stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);  				stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); @@ -266,29 +295,7 @@ void main()  					stc.x > 0.0 &&  					stc.y > 0.0)  				{ -					 -					vec3 npos = -normalize(pos); -					lv = pfinal-pos.xyz; -					lv = normalize(lv); - -					vec3 h = normalize(lv+npos); -					float nh = dot(norm, h); -					float nv = dot(norm, npos); -					float vh = dot(npos, h); -					float sa = nh; -					float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - -					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 += scol*color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod).rgb*shadow*spec.rgb; -					} -					 -					//vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); -					//col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb*shadow; +					col += color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod-envIntensity*proj_lod).rgb*shadow*spec.rgb;										  				}  			}  		} | 
