diff options
| author | Dave Parks <davep@lindenlab.com> | 2022-04-29 13:51:11 +0000 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2022-04-29 13:51:11 +0000 | 
| commit | 93a025966649e281ceff8d1471bc983cc036bc17 (patch) | |
| tree | 478dad507b450dce72c84ce7c87ab0266549ef45 /indra/newview/app_settings/shaders | |
| parent | deffbca3ee209f6aea3358692d9ca6dc7090e748 (diff) | |
SL-17282 prototype mixing of reflection map into legacy materials
Diffstat (limited to 'indra/newview/app_settings/shaders')
4 files changed, 20 insertions, 4 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 09c47165dd..0ae4bbfc5d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -36,7 +36,6 @@ out vec4 frag_color;  uniform sampler2DRect depthMap;  uniform sampler2DRect diffuseRect;  uniform sampler2DRect specularRect; -uniform samplerCube   environmentMap;  uniform sampler2D     noiseMap;  uniform sampler2D     lightFunc; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index ec3fb9c543..8dcc18080d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -42,7 +42,6 @@ uniform sampler2DRect diffuseRect;  uniform sampler2DRect specularRect;  uniform sampler2DRect depthMap;  uniform sampler2DRect normalMap; -uniform samplerCube environmentMap;  uniform sampler2D noiseMap;  uniform sampler2D projectionMap;  uniform sampler2D lightFunc; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 18616a9bb3..c1061f1933 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -36,7 +36,6 @@ out vec4 frag_color;  uniform sampler2DRect diffuseRect;  uniform sampler2DRect specularRect;  uniform sampler2DRect normalMap; -uniform samplerCube environmentMap;  uniform sampler2D noiseMap;  uniform sampler2D lightFunc;  uniform sampler2DRect depthMap; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 7700d16007..6958841d05 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -40,6 +40,7 @@ uniform sampler2DRect normalMap;  uniform sampler2DRect lightMap;  uniform sampler2DRect depthMap;  uniform samplerCube   environmentMap; +uniform samplerCube   reflectionMap;  uniform sampler2D     lightFunc;  uniform float blur_size; @@ -119,6 +120,8 @@ void main()      vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); +    vec3 env_vec         = env_mat * refnormpersp; +      if (spec.a > 0.0)  // specular reflection      {          float sa        = dot(refnormpersp, light_dir.xyz); @@ -128,13 +131,28 @@ void main()          vec3 spec_contrib = dumbshiny * spec.rgb;          bloom             = dot(spec_contrib, spec_contrib) / 6;          color.rgb += spec_contrib; + +        // add reflection map - EXPERIMENTAL WORK IN PROGRESS +        float reflection_lods = 11; // TODO -- base this on resolution of reflection map instead of hard coding +        float min_lod = textureQueryLod(reflectionMap,env_vec).y; // lower is higher res + +        //vec3 reflected_color = texture(reflectionMap, env_vec, (1.0-spec.a)*reflection_lod).rgb; +        vec3 reflected_color = textureLod(reflectionMap, env_vec, max(min_lod, (1.0-spec.a)*reflection_lods)).rgb; +        //vec3 reflected_color = texture(reflectionMap, env_vec).rgb; +        //vec3 reflected_color = normalize(env_vec)*0.5+0.5; +        reflected_color *= spec.rgb; +        vec3 mixer = clamp(color.rgb + vec3(1,1,1) - spec.rgb, vec3(0,0,0), vec3(1,1,1)); + +        color.rgb = mix(reflected_color*sqrt(spec.a*0.8), color, mixer); +                          +        //color.rgb = mix(reflected_color * spec.rgb * sqrt(spec.a*0.8), color.rgb, color.rgb); +        //color.rgb += reflected_color * spec.rgb; // * sqrt(spec.a*0.8), color.rgb, color.rgb);      }      color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a);      if (envIntensity > 0.0)      {  // add environmentmap -        vec3 env_vec         = env_mat * refnormpersp;          vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;          color                = mix(color.rgb, reflected_color, envIntensity);      } @@ -154,5 +172,6 @@ void main()      // convert to linear as fullscreen lights need to sum in linear colorspace      // and will be gamma (re)corrected downstream...      frag_color.rgb = srgb_to_linear(color.rgb); +    //frag_color.r = 1.0;      frag_color.a   = bloom;  } | 
