diff options
| author | Tofu Linden <tofu.linden@lindenlab.com> | 2010-08-24 18:44:39 +0100 | 
|---|---|---|
| committer | Tofu Linden <tofu.linden@lindenlab.com> | 2010-08-24 18:44:39 +0100 | 
| commit | 98cc2365034a93c69704daa69efb389799cc9627 (patch) | |
| tree | 4c3ec75b78a26a736f18a2153af025040ae05a4b /indra/newview/app_settings/shaders | |
| parent | 6ba23344c95157793af9e4154933ae8df61630e8 (diff) | |
Backed out changeset a62bf7c0af21
Backing out this merge that I pushed (prematurely) to the wrong place.
Diffstat (limited to 'indra/newview/app_settings/shaders')
39 files changed, 505 insertions, 911 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index fea2e16090..4fb109d687 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -24,6 +24,8 @@ varying vec3 vary_fragcoord;  varying vec3 vary_position;  varying vec3 vary_light; +uniform float alpha_soften; +  uniform mat4 inv_proj;  vec4 getPosition(vec2 pos_screen) @@ -55,6 +57,15 @@ void main()  	color.rgb = scaleSoftClip(color.rgb); +	if (samp_pos.z != 0.0 && gl_Color.a < 1.0) +	{ +		float dist_factor = alpha_soften; +		float a = gl_Color.a; +		a *= a; +		dist_factor *= 1.0/(1.0-a); +		color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0); +	} +	  	//gl_FragColor = gl_Color;  	gl_FragColor = color;  	//gl_FragColor = vec4(1,0,1,1); diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 04e556c11a..1a7d58b07b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -9,7 +9,7 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye);  float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); +float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);  vec3 atmosAmbient(vec3 light);  vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -41,22 +41,23 @@ void main()  	calcAtmospherics(pos.xyz);  	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); - -	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); +	vec4 col; +	col.a = gl_Color.a; +	 +	// Add windlight lights +	col.rgb = atmosAmbient(vec3(0.)); +	col.rgb = scaleUpLight(col.rgb);  	// Collect normal lights (need to be divided by two, as we later multiply by 2) -	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); -	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); -	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); -	col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); -	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); -	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); +	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); +	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); +	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); +	col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); + 	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); + 	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation);  	col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);  	col.rgb = scaleDownLight(col.rgb); -	// Add windlight lights -	col.rgb += atmosAmbient(vec3(0.)); -	  	vary_light = gl_LightSource[0].position.xyz;  	vary_ambient = col.rgb*gl_Color.rgb; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl index 650fbcc3f5..c1988d3c78 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -10,7 +10,7 @@ mat4 getSkinnedTransform();  void calcAtmospherics(vec3 inPositionEye);  float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); +float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);  vec3 atmosAmbient(vec3 light);  vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -47,22 +47,23 @@ void main()  	calcAtmospherics(pos.xyz);  	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); - -	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); +	vec4 col; +	col.a = gl_Color.a; +	 +	// Add windlight lights +	col.rgb = atmosAmbient(vec3(0.)); +	col.rgb = scaleUpLight(col.rgb);  	// Collect normal lights (need to be divided by two, as we later multiply by 2) -	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); -	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); -	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); -	col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); -	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); -	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); +	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); +	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); +	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); +	col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); + 	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); + 	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation);  	col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);  	col.rgb = scaleDownLight(col.rgb); -	// Add windlight lights -	col.rgb += atmosAmbient(vec3(0.)); -	  	vary_ambient = col.rgb*gl_Color.rgb;  	vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index afbe08a579..75df388941 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -20,7 +20,6 @@ void main()  	gl_FragData[0] = vec4(diff.rgb, 0.0);  	gl_FragData[1] = vec4(0,0,0,0); -	vec3 nvn = normalize(vary_normal); -	gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); +	gl_FragData[2] = vec4(normalize(vary_normal)*0.5+0.5, 0.0);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index 085ffddeec..00083eb6b3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -10,7 +10,7 @@ uniform sampler2D diffuseMap;  void main()   { -	//gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a); -	gl_FragColor = vec4(1,1,1,1); +	gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a); +	//gl_FragColor = vec4(1,1,1,1);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index d1c5d7cb19..bd5e9dd758 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -10,11 +10,13 @@  uniform sampler2DRect depthMap;  uniform sampler2DRect normalMap;  uniform sampler2DRect lightMap; +uniform sampler2DRect giLightMap;  uniform float dist_factor;  uniform float blur_size;  uniform vec2 delta; -uniform vec3 kern[4]; +uniform vec3 kern[32]; +uniform int kern_length;  uniform float kern_scale;  varying vec2 vary_fragcoord; @@ -37,8 +39,7 @@ vec4 getPosition(vec2 pos_screen)  void main()   { -	vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; -	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm +	vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz*2.0-1.0;  	vec3 pos = getPosition(vary_fragcoord.xy).xyz;  	vec4 ccol = texture2DRect(lightMap, vary_fragcoord.xy).rgba; @@ -49,7 +50,7 @@ void main()  	vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'  	vec4 col = defined_weight.xyxx * ccol; -	for (int i = 1; i < 4; i++) +	for (int i = 1; i < kern_length; i++)  	{  		vec2 tc = vary_fragcoord.xy + kern[i].z*dlt;  	        vec3 samppos = getPosition(tc).xyz;  @@ -60,22 +61,12 @@ void main()  			defined_weight += kern[i].xy;  		}  	} -	for (int i = 1; i < 4; i++) -	{ -		vec2 tc = vary_fragcoord.xy - kern[i].z*dlt; -	        vec3 samppos = getPosition(tc).xyz;  -		float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane -		if (d*d <= 0.003) -		{ -			col += texture2DRect(lightMap, tc)*kern[i].xyxx; -			defined_weight += kern[i].xy; -		} -	}  	col /= defined_weight.xyxx;  	gl_FragColor = col; +	 +	//gl_FragColor = ccol;  } - diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index 2197744a37..1c29dae5f7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -14,16 +14,14 @@ varying vec3 vary_mat2;  void main()   { -	vec3 col = gl_Color.rgb * texture2D(diffuseMap, gl_TexCoord[0].xy).rgb; +	vec3 col = texture2D(diffuseMap, gl_TexCoord[0].xy).rgb;  	vec3 norm = texture2D(bumpMap, gl_TexCoord[0].xy).rgb * 2.0 - 1.0;  	vec3 tnorm = vec3(dot(norm,vary_mat0), -			  dot(norm,vary_mat1), -			  dot(norm,vary_mat2)); +					  dot(norm,vary_mat1), +					  dot(norm,vary_mat2)); -	gl_FragData[0] = vec4(col, 0.0); -	gl_FragData[1] = gl_Color.aaaa; // spec -	//gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested -	vec3 nvn = normalize(tnorm); -	gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); +	gl_FragData[0] = vec4(gl_Color.rgb*col, 0.0); +	gl_FragData[1] = vec4(col*gl_Color.a, gl_Color.a); +	gl_FragData[2] = vec4(normalize(tnorm)*0.5+0.5, 0.0);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index 3803119cda..5895ebda84 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -11,10 +11,8 @@ varying vec3 vary_normal;  void main()   { -	vec3 col = gl_Color.rgb * texture2D(diffuseMap, gl_TexCoord[0].xy).rgb; -	gl_FragData[0] = vec4(col, 0.0); -	gl_FragData[1] = gl_Color.aaaa; // spec -	//gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested -	vec3 nvn = normalize(vary_normal); -	gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); +	vec3 col = texture2D(diffuseMap, gl_TexCoord[0].xy).rgb; +	gl_FragData[0] = vec4(gl_Color.rgb*col, 0.0); +	gl_FragData[1] = vec4(col*(gl_Color.a*1.5), gl_Color.a); +	gl_FragData[2] = vec4(normalize(vary_normal)*0.5+0.5, 0.0);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 0db9586a88..e518bddb98 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -23,6 +23,8 @@ varying vec4 vary_position;  varying vec3 vary_normal;  varying vec3 vary_fragcoord; +uniform float alpha_soften; +  uniform mat4 inv_proj;  vec4 getPosition(vec2 pos_screen) @@ -54,6 +56,15 @@ void main()  	color.rgb = fullbrightScaleSoftClip(color.rgb); +	if (samp_pos.z != 0.0 && color.a < 1.0) +	{ +		float dist_factor = alpha_soften; +		float a = color.a; +		a *= a; +		dist_factor *= 1.0/(1.0-a); +		color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0); +	} +  	//gl_FragColor = gl_Color;  	gl_FragColor = color;  	//gl_FragColor = vec4(1,0,1,1); diff --git a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl index d4b153c4af..b351eec6e5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl @@ -159,8 +159,7 @@ void main()  {  	vec2 pos_screen = vary_fragcoord.xy;  	vec4 pos = getPosition(pos_screen); -	vec3 norm = texture2DRect(normalMap, pos_screen).xyz; -	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm +	vec3 norm = texture2DRect(normalMap, pos_screen).xyz*2.0-1.0;  	gl_FragData[0].xyz = giAmbient(pos, norm);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index 508bbf415e..8c140a7b4f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -11,8 +11,7 @@ uniform sampler2D specularMap;  void main()   { -	vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); -	gl_FragData[0] = vec4(col.rgb, col.a <= 0.5 ? 0.0 : 0.005); +	gl_FragData[0] = texture2D(diffuseMap, gl_TexCoord[0].xy);  	gl_FragData[1] = texture2D(specularMap, gl_TexCoord[0].xy);  	gl_FragData[2] = vec4(texture2D(normalMap, gl_TexCoord[0].xy).xyz, 0.0);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index b494b521ca..797b9e9f3b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -53,9 +53,7 @@ void main()  		discard;  	} -	vec3 norm = texture2DRect(normalMap, frag.xy).xyz; -	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm -	norm = normalize(norm); +	vec3 norm = normalize(texture2DRect(normalMap, frag.xy).xyz*2.0-1.0);  	vec4 spec = texture2DRect(specularRect, frag.xy);  	vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb;  	float noise = texture2D(noiseMap, frag.xy/128.0).b; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 82e9450e68..28bcd720c0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -5,9 +5,8 @@   * $License$   */ -#version 120 -//class 1 -- no shadows +#version 120  #extension GL_ARB_texture_rectangle : enable @@ -27,15 +26,12 @@ uniform vec3 proj_n;  uniform float proj_focus; //distance from plane to begin blurring  uniform float proj_lod;  //(number of mips in proj map)  uniform float proj_range; //range between near clip and far clip plane of projection -uniform float proj_ambient_lod;  uniform float proj_ambiance;  uniform float near_clip;  uniform float far_clip;  uniform vec3 proj_origin; //origin of projection to be used for angular attenuation  uniform float sun_wash; -uniform int proj_shadow_idx; -uniform float shadow_fade;  varying vec4 vary_light; @@ -44,52 +40,6 @@ 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; @@ -118,7 +68,7 @@ void main()  	{  		discard;  	} -		 +	  	vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0;  	norm = normalize(norm); @@ -133,11 +83,7 @@ void main()  	proj_tc.xyz /= proj_tc.w;  	float fa = gl_Color.a+1.0; -	float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); -	if (dist_atten <= 0.0) -	{ -		discard; -	} +	float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);  	lv = proj_origin-pos.xyz;  	lv = normalize(lv); @@ -155,32 +101,32 @@ void main()  		proj_tc.y > 0.0)  	{  		float lit = 0.0; -		float amb_da = proj_ambiance; -		  		if (da > 0.0)  		{  			float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);  			float lod = diff * proj_lod; -			vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); +			vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod);  			vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;  			lit = da * dist_atten * noise;  			col = lcol*lit*diff_tex; -			amb_da += (da*0.5)*proj_ambiance;  		} -		//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); -		vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); -							 +		float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); +		float lod = diff * proj_lod; +		vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, lod); +		//float amb_da = mix(proj_ambiance, proj_ambiance*max(-da, 0.0), max(da, 0.0)); +		float amb_da = proj_ambiance; +		  		amb_da += (da*da*0.5+0.5)*proj_ambiance; -				 -		amb_da *= dist_atten * noise; +		amb_da *= dist_atten * noise; +		  		amb_da = min(amb_da, 1.0-lit); -			 +		  		col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;  	} @@ -198,28 +144,35 @@ void main()  		{  			vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; -			vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); +			vec3 stc = (proj_mat * vec4(pfinal.xyz, 1.0)).xyz;  			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); -								 +				stc.xy /= stc.z+proj_near; +					  				if (stc.x < 1.0 &&  					stc.y < 1.0 &&  					stc.x > 0.0 &&  					stc.y > 0.0)  				{ -					vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); +					vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);  					col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb;  				}  			}  		}  	} +	/*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; +	}*/ +	  	gl_FragColor.rgb = col;	  	gl_FragColor.a = 0.0;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 3aecbc5f23..78256e20cc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -55,8 +55,7 @@ void main()  		discard;  	} -	vec3 norm = texture2DRect(normalMap, frag.xy).xyz; -	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm +	vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0;  	float da = dot(norm, lv);  	if (da < 0.0)  	{ diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl index bd554c2d84..9612aee405 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl @@ -38,10 +38,10 @@ vec4 getPosition(vec2 pos_screen)  void main()   { -	vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; -	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm +	vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz*2.0-1.0;  	vec3 pos = getPosition(vary_fragcoord.xy).xyz; +	  	vec3 ccol = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;  	vec2 dlt = kern_scale * delta/(1.0+norm.xy*norm.xy);  	dlt /= max(-pos.z*dist_factor, 1.0); @@ -51,10 +51,9 @@ void main()  	for (int i = 0; i < kern_length; i++)  	{  		vec2 tc = vary_fragcoord.xy + kern[i].y*dlt; -		vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz; -		sampNorm = vec3((sampNorm.xy-0.5)*2.0,sampNorm.z); // unpack norm +	    vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz*2.0-1.0; -		float d = dot(norm.xyz, sampNorm); +	    float d = dot(norm.xyz, sampNorm);  		if (d > 0.8)  		{ diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index bef91e735d..b4b0d0ce9d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -11,7 +11,6 @@ uniform sampler2DRect diffuseRect;  uniform sampler2DRect specularRect;  uniform sampler2DRect positionMap;  uniform sampler2DRect normalMap; -uniform sampler2DRect lightMap;  uniform sampler2DRect depthMap;  uniform sampler2D	  noiseMap;  uniform samplerCube environmentMap; @@ -41,7 +40,7 @@ uniform float scene_light_strength;  uniform vec3 env_mat[3];  //uniform mat4 shadow_matrix[3];  //uniform vec4 shadow_clip; -uniform mat3 ssao_effect_mat; +//uniform mat3 ssao_effect_mat;  varying vec4 vary_light;  varying vec2 vary_fragcoord; @@ -56,8 +55,9 @@ vec3 vary_AtmosAttenuation;  uniform mat4 inv_proj;  uniform vec2 screen_res; -vec4 getPosition_d(vec2 pos_screen, float depth) -{ +vec4 getPosition(vec2 pos_screen) +{ //get position in screen space (world units) given window coordinate and depth map +	float depth = texture2DRect(depthMap, pos_screen.xy).a;  	vec2 sc = pos_screen.xy*2.0;  	sc /= screen_res;  	sc -= vec2(1.0,1.0); @@ -68,12 +68,6 @@ vec4 getPosition_d(vec2 pos_screen, float depth)  	return pos;  } -vec4 getPosition(vec2 pos_screen) -{ //get position in screen space (world units) given window coordinate and depth map -	float depth = texture2DRect(depthMap, pos_screen.xy).a; -	return getPosition_d(pos_screen, depth); -} -  vec3 getPositionEye()  {  	return vary_PositionEye; @@ -184,17 +178,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {  	temp2.x += .25;  	//increase ambient when there are more clouds -	vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5; -	 -	/*  decrease value and saturation (that in HSV, not HSL) for occluded areas -	 * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html -	 * // The following line of code performs the equivalent of: -	 * float ambAlpha = tmpAmbient.a; -	 * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis -	 * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); -	 * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); -	 */ -	tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); +	vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5;	  	//haze color  	setAdditiveColor( @@ -257,10 +241,8 @@ vec3 scaleSoftClip(vec3 light)  void main()   {  	vec2 tc = vary_fragcoord.xy; -	float depth = texture2DRect(depthMap, tc.xy).a; -	vec3 pos = getPosition_d(tc, depth).xyz; -	vec3 norm = texture2DRect(normalMap, tc).xyz; -	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm +	vec3 pos = getPosition(tc).xyz; +	vec3 norm = texture2DRect(normalMap, tc).xyz*2.0-1.0;  	//vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;  	float da = max(dot(norm.xyz, vary_light.xyz), 0.0); @@ -268,76 +250,23 @@ void main()  	vec4 diffuse = texture2DRect(diffuseRect, tc);  	vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); -	vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; -	float scol = max(scol_ambocc.r, diffuse.a);  -	float ambocc = scol_ambocc.g; -	 -	calcAtmospherics(pos.xyz, ambocc); +	calcAtmospherics(pos.xyz, 0.0);  	vec3 col = atmosAmbient(vec3(0)); -	col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a)); +	col += atmosAffectDirectionalLight(clamp(da, diffuse.a, 1.0));  	col *= diffuse.rgb; -	if (spec.a > 0.0) // specular reflection +	if (spec.a > 0.0)  	{ -		// the old infinite-sky shiny reflection -		// -		vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); -		float sa = dot(refnormpersp, vary_light.xyz); -		vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a; - -		/* -		// screen-space cheap fakey reflection map -		// -		vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz)); -		depth -= 0.5; // unbias depth -		// first figure out where we'll make our 2D guess from -		vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; -		// Offset the guess source a little according to a trivial -		// checkerboard dither function and spec.a. -		// This is meant to be similar to sampling a blurred version -		// of the diffuse map.  LOD would be better in that regard. -		// The goal of the blur is to soften reflections in surfaces -		// with low shinyness, and also to disguise our lameness. -		float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 -		float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5); -		ref2d += vec2(checkoffset, checkoffset); -		ref2d += tc.xy; // use as offset from destination -		// Get attributes from the 2D guess point. -		// We average two samples of diffuse (not of anything else) per -		// pixel to try to reduce aliasing some more. -		vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb + -				     texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb); -		float refdepth = texture2DRect(depthMap, ref2d).a; -		vec3 refpos = getPosition_d(ref2d, refdepth).xyz; -		vec3 refn = texture2DRect(normalMap, ref2d).rgb; -		refn = normalize(vec3((refn.xy-0.5)*2.0,refn.z)); // unpack norm -		// figure out how appropriate our guess actually was -		float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos))); -		// darken reflections from points which face away from the reflected ray - our guess was a back-face -		//refapprop *= step(dot(refnorm, refn), 0.0); -		refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant -		// get appropriate light strength for guess-point. -		// reflect light direction to increase the illusion that -		// these are reflections. -		vec3 reflight = reflect(lightnorm.xyz, norm.xyz); -		float reflit = max(dot(refn, reflight.xyz), 0.0); -		// apply sun color to guess-point, dampen according to inappropriateness of guess -		float refmod = min(refapprop, reflit); -		vec3 refprod = vary_SunlitColor * refcol.rgb * refmod; -		vec3 ssshiny = (refprod * spec.a); -		ssshiny *= 0.3; // dampen it even more -		*/ -		vec3 ssshiny = vec3(0,0,0); - -		// add the two types of shiny together -		col += (ssshiny + dumbshiny) * spec.rgb; +		vec3 ref = normalize(reflect(pos.xyz, norm.xyz)); +		float sa = dot(ref, vary_light.xyz); +		col.rgb += vary_SunlitColor*spec.rgb*texture2D(lightFunc, vec2(sa, spec.a)).a;  	}  	col = atmosLighting(col);  	col = scaleSoftClip(col); -		 +	  	gl_FragColor.rgb = col;  	gl_FragColor.a = 0.0;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 1b95b253c3..2a7234fd83 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -68,8 +68,7 @@ void main()  		discard;  	} -	vec3 norm = texture2DRect(normalMap, frag.xy).xyz; -	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm +	vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0;  	norm = normalize(norm);  	float l_dist = -dot(lv, proj_n); @@ -162,6 +161,17 @@ 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; +	}*/ +	  	gl_FragColor.rgb = col;	  	gl_FragColor.a = 0.0;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl index 56e4055c02..22bdd2c7f3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl @@ -5,11 +5,196 @@   * $License$   */ -//class 1, no shadow, no SSAO, should never be called -  #extension GL_ARB_texture_rectangle : enable +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; +uniform sampler2DRectShadow shadowMap0; +uniform sampler2DRectShadow shadowMap1; +uniform sampler2DRectShadow shadowMap2; +uniform sampler2DRectShadow shadowMap3; +uniform sampler2DRectShadow shadowMap4; +uniform sampler2DRectShadow shadowMap5; +uniform sampler2D noiseMap; + +uniform sampler2D		lightFunc; + + +// Inputs +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform float ssao_radius; +uniform float ssao_max_radius; +uniform float ssao_factor; +uniform float ssao_factor_inv; + +varying vec2 vary_fragcoord; +varying vec4 vary_light; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +uniform float shadow_bias; +uniform float shadow_offset; + +vec4 getPosition(vec2 pos_screen) +{ +	float depth = texture2DRect(depthMap, pos_screen.xy).a; +	vec2 sc = pos_screen.xy*2.0; +	sc /= screen_res; +	sc -= vec2(1.0,1.0); +	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); +	vec4 pos = inv_proj * ndc; +	pos /= pos.w; +	pos.w = 1.0; +	return pos; +} + +//calculate decreases in ambient lighting when crowded out (SSAO) +float calcAmbientOcclusion(vec4 pos, vec3 norm) +{ +	vec2 kern[8]; +	// exponentially (^2) distant occlusion samples spread around origin +	kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; +	kern[1] = vec2(1.0, 0.0) * 0.250*0.250; +	kern[2] = vec2(0.0, 1.0) * 0.375*0.375; +	kern[3] = vec2(0.0, -1.0) * 0.500*0.500; +	kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; +	kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; +	kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; +	kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; + +	vec2 pos_screen = vary_fragcoord.xy; +	vec3 pos_world = pos.xyz; +	vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; +	 +	float angle_hidden = 0.0; +	int points = 0; +	 +	float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); +	 +	// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) +	for (int i = 0; i < 8; i++) +	{ +		vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect); +		vec3 samppos_world = getPosition(samppos_screen).xyz;  +		 +		vec3 diff = pos_world - samppos_world; +		float dist2 = dot(diff, diff); +		 +		// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area +		// --> solid angle shrinking by the square of distance +		//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 +		//(k should vary inversely with # of samples, but this is taken care of later) +		 +		//if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0)  // -0.05*norm to shift sample point back slightly for flat surfaces +		//	angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional.  max of 1.0 (= ssao_factor_inv * ssao_factor) +		angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); +		 +		// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"  +		points = points + int(diff.z > -1.0); +	} +	 +	angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); +	 +	return (1.0 - (float(points != 0) * angle_hidden)); +} +  void main()   { -	gl_FragColor = vec4(0,0,0,0); +	vec2 pos_screen = vary_fragcoord.xy; +	 +	//try doing an unproject here +	 +	vec4 pos = getPosition(pos_screen); +	 +    vec3 norm = texture2DRect(normalMap, pos_screen).xyz*2.0-1.0; +	 +	/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL +	{ +		gl_FragColor = vec4(0.0); // doesn't matter +		return; +	}*/ +	 +	float shadow = 1.0; +    float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); + +	vec4 spos = vec4(pos.xyz + norm.xyz * (-pos.z/64.0*shadow_offset+shadow_bias), 1.0); +	 +	//vec3 debug = vec3(0,0,0); +	 +	if (dp_directional_light == 0.0) +	{ +		// if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup +		shadow = 0.0; +	} +	else if (spos.z > -shadow_clip.w) +	{	 +		vec4 lpos; +		 +		if (spos.z < -shadow_clip.z) +		{ +			lpos = shadow_matrix[3]*spos; +			lpos.xy *= screen_res; +			shadow = shadow2DRectProj(shadowMap3, lpos).x; +			shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); +		} +		else if (spos.z < -shadow_clip.y) +		{ +			lpos = shadow_matrix[2]*spos; +			lpos.xy *= screen_res; +			shadow = shadow2DRectProj(shadowMap2, lpos).x; +		} +		else if (spos.z < -shadow_clip.x) +		{ +			lpos = shadow_matrix[1]*spos; +			lpos.xy *= screen_res; +			shadow = shadow2DRectProj(shadowMap1, lpos).x; +		} +		else +		{ +			lpos = shadow_matrix[0]*spos; +			lpos.xy *= screen_res; +			shadow = shadow2DRectProj(shadowMap0, lpos).x; +		} + +		// take the most-shadowed value out of these two: +		//  * the blurred sun shadow in the light (shadow) map +		//  * an unblurred dot product between the sun and this norm +		// the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting +		shadow = min(shadow, dp_directional_light); +		 +		/*debug.r = lpos.y / (lpos.w*screen_res.y); +		 +		lpos.xy /= lpos.w*32.0; +		if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1) +		{ +			debug.gb = vec2(0.5, 0.5); +		} +		 +		debug += (1.0-shadow)*0.5;*/ +		 +	} +	else +	{ +		// more distant than the shadow map covers - just use directional shading as shadow +		shadow = dp_directional_light; +	} +	 +	gl_FragColor[0] = shadow; +	gl_FragColor[1] = calcAmbientOcclusion(pos, norm); +	 +	//spotlight shadow 1 +	vec4 lpos = shadow_matrix[4]*spos; +	lpos.xy *= screen_res; +	gl_FragColor[2] = shadow2DRectProj(shadowMap4, lpos).x;  +	 +	//spotlight shadow 2 +	lpos = shadow_matrix[5]*spos; +	lpos.xy *= screen_res; +	gl_FragColor[3] = shadow2DRectProj(shadowMap5, lpos).x;  + +	//gl_FragColor.rgb = pos.xyz; +	//gl_FragColor.b = shadow; +	//gl_FragColor.rgb = debug;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl deleted file mode 100644 index cdbed4b791..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ /dev/null @@ -1,124 +0,0 @@ -/**  - * @file sunLightSSAOF.glsl - * - * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. - * $License$ - */ - -#extension GL_ARB_texture_rectangle : enable - -//class 1 -- no shadow, SSAO only - -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform sampler2D noiseMap; - -uniform sampler2D		lightFunc; - - -// Inputs -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; -uniform float ssao_radius; -uniform float ssao_max_radius; -uniform float ssao_factor; -uniform float ssao_factor_inv; - -varying vec2 vary_fragcoord; -varying vec4 vary_light; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -uniform float shadow_bias; -uniform float shadow_offset; - -vec4 getPosition(vec2 pos_screen) -{ -	float depth = texture2DRect(depthMap, pos_screen.xy).a; -	vec2 sc = pos_screen.xy*2.0; -	sc /= screen_res; -	sc -= vec2(1.0,1.0); -	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); -	vec4 pos = inv_proj * ndc; -	pos /= pos.w; -	pos.w = 1.0; -	return pos; -} - -//calculate decreases in ambient lighting when crowded out (SSAO) -float calcAmbientOcclusion(vec4 pos, vec3 norm) -{ -	float ret = 1.0; -	 -	float dist = dot(pos.xyz,pos.xyz); -	 -	if (dist < 64.0*64.0) -	{ -		vec2 kern[8]; -		// exponentially (^2) distant occlusion samples spread around origin -		kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; -		kern[1] = vec2(1.0, 0.0) * 0.250*0.250; -		kern[2] = vec2(0.0, 1.0) * 0.375*0.375; -		kern[3] = vec2(0.0, -1.0) * 0.500*0.500; -		kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; -		kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; -		kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; -		kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; - -		vec2 pos_screen = vary_fragcoord.xy; -		vec3 pos_world = pos.xyz; -		vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; -		 -		float angle_hidden = 0.0; -		int points = 0; -		 -		float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); -		 -		// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) -		for (int i = 0; i < 8; i++) -		{ -			vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect); -			vec3 samppos_world = getPosition(samppos_screen).xyz;  -			 -			vec3 diff = pos_world - samppos_world; -			float dist2 = dot(diff, diff); -			 -			// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area -			// --> solid angle shrinking by the square of distance -			//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 -			//(k should vary inversely with # of samples, but this is taken care of later) -			 -			//if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0)  // -0.05*norm to shift sample point back slightly for flat surfaces -			//	angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional.  max of 1.0 (= ssao_factor_inv * ssao_factor) -			angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); -			 -			// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"  -			points = points + int(diff.z > -1.0); -		} -		 -		angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); -		 -		ret = (1.0 - (float(points != 0) * angle_hidden)); -		ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0); -	} -	 -	return min(ret, 1.0); -} - -void main()  -{ -	vec2 pos_screen = vary_fragcoord.xy; -	 -	//try doing an unproject here -	 -	vec4 pos = getPosition(pos_screen); -	 -	vec3 norm = texture2DRect(normalMap, pos_screen).xyz; -	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm -		 -	gl_FragColor[0] = 1.0; -	gl_FragColor[1] = calcAmbientOcclusion(pos, norm); -	gl_FragColor[2] = 1.0;  -	gl_FragColor[3] = 1.0; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index fa0a60c98d..3cccfb7202 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -29,7 +29,6 @@ void main()  	gl_FragData[0] = vec4(outColor.rgb, 0.0);  	gl_FragData[1] = vec4(outColor.rgb*0.2, 0.2); -	vec3 nvn = normalize(vary_normal); -	gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); +	gl_FragData[2] = vec4(normalize(vary_normal)*0.5+0.5, 0.0);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index 5b33ea5bfe..258acee08c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -14,6 +14,5 @@ void main()  	vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy);  	gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005);  	gl_FragData[1] = vec4(0,0,0,0); -	vec3 nvn = normalize(vary_normal); -	gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); +	gl_FragData[2] = vec4(normalize(vary_normal)*0.5+0.5, 0.0);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 361ae8dc84..d21575119d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -115,7 +115,7 @@ void main()  	vec4 fb = texture2D(screenTex, distort2);  	//mix with reflection -	// Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug +	// Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug  	color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);  	float shadow = 1.0; @@ -131,11 +131,11 @@ void main()  	//color.rgb = scaleSoftClip(color.rgb);  	//color.a = spec * sunAngle2; -	//wavef.z *= 0.1f; -	//wavef = normalize(wavef); -	vec3 screenspacewavef = (norm_mat*vec4(wavef, 1.0)).xyz; +	//wavef.z = -0.25f; +	wavef = normalize(wavef); +	wavef = (norm_mat*vec4(wavef, 1.0)).xyz; -	gl_FragData[0] = vec4(color.rgb, 0.5); // diffuse -	gl_FragData[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec -	gl_FragData[2] = vec4(screenspacewavef.xy*0.5+0.5, screenspacewavef.z, screenspacewavef.z*0.5); // normalxyz, displace +	gl_FragData[0] = vec4(color.rgb, 0.75); +	gl_FragData[1] = vec4(1,1,1, 0.8); +	gl_FragData[2] = vec4(wavef*0.5+0.5, 0.0);  } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl index da49e59b89..3e8fdfb3e4 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl @@ -12,8 +12,7 @@ float calcDirectionalLight(vec3 n, vec3 l)  	return a;  } - -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight) +float calcPointLight(vec3 v, vec3 n, vec4 lp, float la)  {  	//get light vector  	vec3 lv = lp.xyz-v; @@ -27,13 +26,9 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  	//distance attenuation  	float da = clamp(1.0/(la * d), 0.0, 1.0); -	// spotlight coefficient. -	float spot = max(dot(-ln, lv), is_pointlight); -	da *= spot*spot; // GL_SPOT_EXPONENT=2 -  	//angular attenuation  	da *= calcDirectionalLight(n, lv); - +	  	return da;	  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 665fe16b43..ad16de6d81 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -29,6 +29,8 @@ varying vec3 vary_fragcoord;  varying vec3 vary_position;  varying vec3 vary_light; +uniform float alpha_soften; +  uniform float shadow_bias;  uniform mat4 inv_proj; @@ -113,6 +115,15 @@ void main()  	color.rgb = scaleSoftClip(color.rgb); +	if (samp_pos.z != 0.0 && gl_Color.a < 1.0) +	{ +		float dist_factor = alpha_soften; +		float a = gl_Color.a; +		a *= a; +		dist_factor *= 1.0/(1.0-a); +		color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0); +	} +	  	//gl_FragColor = gl_Color;  	gl_FragColor = color;  	//gl_FragColor = vec4(1,0,1,1)*shadow; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 1fae8c4da3..5991e1f3b5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -9,7 +9,7 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye);  float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); +float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);  vec3 atmosAmbient(vec3 light);  vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -42,21 +42,23 @@ void main()  	calcAtmospherics(pos.xyz);  	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); -	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); +	vec4 col; +	col.a = gl_Color.a; +	 +	// Add windlight lights +	col.rgb = atmosAmbient(vec3(0.)); +	col.rgb = scaleUpLight(col.rgb);  	// Collect normal lights (need to be divided by two, as we later multiply by 2) -	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); -	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); -	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); -	col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); -	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); -	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); +	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); +	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); +	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); +	col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); + 	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); + 	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation);  	col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);  	col.rgb = scaleDownLight(col.rgb); -	// Add windlight lights -	col.rgb += atmosAmbient(vec3(0.)); -	  	vary_light = gl_LightSource[0].position.xyz;  	vary_ambient = col.rgb*gl_Color.rgb; diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index f8dd1b7431..a939499b17 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -10,7 +10,7 @@ mat4 getSkinnedTransform();  void calcAtmospherics(vec3 inPositionEye);  float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); +float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);  vec3 atmosAmbient(vec3 light);  vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -53,22 +53,23 @@ void main()  	calcAtmospherics(pos.xyz);  	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); - -	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); +	vec4 col; +	col.a = gl_Color.a; +	 +	// Add windlight lights +	col.rgb = atmosAmbient(vec3(0.)); +	col.rgb = scaleUpLight(col.rgb);  	// Collect normal lights (need to be divided by two, as we later multiply by 2) -	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); -	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); -	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); -	col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); -	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); -	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); +	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); +	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); +	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); +	col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); + 	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); + 	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation);  	col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);  	col.rgb = scaleDownLight(col.rgb); -	// Add windlight lights -	col.rgb += atmosAmbient(vec3(0.)); -	  	vary_ambient = col.rgb*gl_Color.rgb;  	vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); diff --git a/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl index d1c5d7cb19..0fad5b4b50 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl @@ -37,8 +37,7 @@ vec4 getPosition(vec2 pos_screen)  void main()   { -	vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; -	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm +	vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz*2.0-1.0;  	vec3 pos = getPosition(vary_fragcoord.xy).xyz;  	vec4 ccol = texture2DRect(lightMap, vary_fragcoord.xy).rgba; diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl index e32e9f4b32..02beddd43b 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl @@ -31,8 +31,7 @@ float getDepth(vec2 pos_screen)  void main()   { -	vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; -	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm +	vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz*2.0-1.0;  	float depth = getDepth(vary_fragcoord.xy);  	vec2 tc = vary_fragcoord.xy; @@ -47,12 +46,8 @@ void main()  	de = step(depth_cutoff, de);  	vec2 ne; -	vec3 nexnorm = texture2DRect(normalMap, tc+vec2(-sc,-sc)).rgb; -	nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm -	ne.x = dot(nexnorm, norm); -	vec3 neynorm = texture2DRect(normalMap, tc+vec2(sc,sc)).rgb; -	neynorm = vec3((neynorm.xy-0.5)*2.0,neynorm.z); // unpack norm -	ne.y = dot(neynorm, norm); +	ne.x = dot(texture2DRect(normalMap, tc+vec2(-sc,-sc)).rgb*2.0-1.0, norm); +	ne.y = dot(texture2DRect(normalMap, tc+vec2(sc,sc)).rgb*2.0-1.0, norm);  	ne = 1.0-ne; diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 22ffb58c63..651959413c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -43,52 +43,6 @@ 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; @@ -129,8 +83,7 @@ void main()  		shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);  	} -	vec3 norm = texture2DRect(normalMap, frag.xy).xyz; -	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm +	vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0;  	norm = normalize(norm);  	float l_dist = -dot(lv, proj_n); @@ -173,7 +126,7 @@ void main()  			float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);  			float lod = diff * proj_lod; -			vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); +			vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod);  			vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; @@ -184,7 +137,7 @@ void main()  		}  		//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); -		vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); +		vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, proj_ambient_lod);  		amb_da += (da*da*0.5+0.5)*proj_ambiance; @@ -214,23 +167,22 @@ 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 = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); +					vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);  					col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;  				}  			}  		}  	} +	//attenuate point light contribution by SSAO component +	col *= texture2DRect(lightMap, frag.xy).g; +	  	gl_FragColor.rgb = col;	  	gl_FragColor.a = 0.0;  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index fd6ae2b960..531f7376a3 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -11,7 +11,6 @@ uniform sampler2DRect diffuseRect;  uniform sampler2DRect specularRect;  uniform sampler2DRect normalMap;  uniform sampler2DRect lightMap; -uniform sampler2DRect depthMap;  uniform sampler2D	  noiseMap;  uniform samplerCube environmentMap;  uniform sampler2D	  lightFunc; @@ -42,6 +41,7 @@ uniform vec3 env_mat[3];  uniform vec4 shadow_clip;  uniform mat3 ssao_effect_mat; +uniform sampler2DRect depthMap;  uniform mat4 inv_proj;  uniform vec2 screen_res; @@ -55,8 +55,9 @@ vec3 vary_AmblitColor;  vec3 vary_AdditiveColor;  vec3 vary_AtmosAttenuation; -vec4 getPosition_d(vec2 pos_screen, float depth) -{ +vec4 getPosition(vec2 pos_screen) +{ //get position in screen space (world units) given window coordinate and depth map +	float depth = texture2DRect(depthMap, pos_screen.xy).a;  	vec2 sc = pos_screen.xy*2.0;  	sc /= screen_res;  	sc -= vec2(1.0,1.0); @@ -67,12 +68,6 @@ vec4 getPosition_d(vec2 pos_screen, float depth)  	return pos;  } -vec4 getPosition(vec2 pos_screen) -{ //get position in screen space (world units) given window coordinate and depth map -	float depth = texture2DRect(depthMap, pos_screen.xy).a; -	return getPosition_d(pos_screen, depth); -} -  vec3 getPositionEye()  {  	return vary_PositionEye; @@ -256,10 +251,8 @@ vec3 scaleSoftClip(vec3 light)  void main()   {  	vec2 tc = vary_fragcoord.xy; -	float depth = texture2DRect(depthMap, tc.xy).a; -	vec3 pos = getPosition_d(tc, depth).xyz; -	vec3 norm = texture2DRect(normalMap, tc).xyz; -	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm +	vec3 pos = getPosition(tc).xyz; +	vec3 norm = texture2DRect(normalMap, tc).xyz*2.0-1.0;  	//vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;  	float da = max(dot(norm.xyz, vary_light.xyz), 0.0); @@ -278,67 +271,24 @@ void main()  	col *= diffuse.rgb; -	if (spec.a > 0.0) // specular reflection +	if (spec.a > 0.0)  	{ -		// the old infinite-sky shiny reflection -		// -		vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); -		float sa = dot(refnormpersp, vary_light.xyz); -		vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a; - -		/* -		// screen-space cheap fakey reflection map -		// -		vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz)); -		depth -= 0.5; // unbias depth -		// first figure out where we'll make our 2D guess from -		vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; -		// Offset the guess source a little according to a trivial -		// checkerboard dither function and spec.a. -		// This is meant to be similar to sampling a blurred version -		// of the diffuse map.  LOD would be better in that regard. -		// The goal of the blur is to soften reflections in surfaces -		// with low shinyness, and also to disguise our lameness. -		float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 -		float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5); -		ref2d += vec2(checkoffset, checkoffset); -		ref2d += tc.xy; // use as offset from destination -		// Get attributes from the 2D guess point. -		// We average two samples of diffuse (not of anything else) per -		// pixel to try to reduce aliasing some more. -		vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb + -				     texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb); -		float refdepth = texture2DRect(depthMap, ref2d).a; -		vec3 refpos = getPosition_d(ref2d, refdepth).xyz; -		float refshad = texture2DRect(lightMap, ref2d).r; -		vec3 refn = texture2DRect(normalMap, ref2d).rgb; -		refn = vec3((refn.xy-0.5)*2.0,refn.z); // unpack norm -		refn = normalize(refn); -		// figure out how appropriate our guess actually was -		float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos))); -		// darken reflections from points which face away from the reflected ray - our guess was a back-face -		//refapprop *= step(dot(refnorm, refn), 0.0); -		refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant -		// get appropriate light strength for guess-point -		// reflect light direction to increase the illusion that -		// these are reflections. -		vec3 reflight = reflect(lightnorm.xyz, norm.xyz); -		float reflit = min(max(dot(refn, reflight.xyz), 0.0), refshad); -		// apply sun color to guess-point, dampen according to inappropriateness of guess -		float refmod = min(refapprop, reflit); -		vec3 refprod = vary_SunlitColor * refcol.rgb * refmod; -		vec3 ssshiny = (refprod * spec.a); -		ssshiny *= 0.3; // dampen it even more -		*/ -		vec3 ssshiny = vec3(0,0,0); - -		// add the two types of shiny together -		col += (ssshiny + dumbshiny) * spec.rgb; +		vec3 ref = normalize(reflect(pos.xyz, norm.xyz)); +		float sa = dot(ref, vary_light.xyz); +		col.rgb += vary_SunlitColor*scol*spec.rgb*texture2D(lightFunc, vec2(sa, spec.a)).a;  	}  	col = atmosLighting(col);  	col = scaleSoftClip(col);  	gl_FragColor.rgb = col; +	 +	//gl_FragColor.rgb = gi_col.rgb;  	gl_FragColor.a = 0.0; +	 +	//gl_FragColor.rg = scol_ambocc.rg; +	//gl_FragColor.rgb = texture2DRect(lightMap, vary_fragcoord.xy).rgb; +	//gl_FragColor.rgb = norm.rgb*0.5+0.5; +	//gl_FragColor.rgb = vec3(ambocc); +	//gl_FragColor.rgb = vec3(scol);  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 8a90199b7c..d6534083cf 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -82,8 +82,7 @@ void main()  		discard;  	} -	vec3 norm = texture2DRect(normalMap, frag.xy).xyz; -	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm +	vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0;  	norm = normalize(norm);  	float l_dist = -dot(lv, proj_n); @@ -180,6 +179,21 @@ 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; +	 +  	gl_FragColor.rgb = col;	  	gl_FragColor.a = 0.0;  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 7423347346..a0026edcd2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -7,8 +7,6 @@  #extension GL_ARB_texture_rectangle : enable -//class 2, shadows, no SSAO -  uniform sampler2DRect depthMap;  uniform sampler2DRect normalMap;  uniform sampler2DRectShadow shadowMap0; @@ -41,9 +39,6 @@ uniform vec2 proj_shadow_res;  uniform float shadow_bias;  uniform float shadow_offset; -uniform float spot_shadow_bias; -uniform float spot_shadow_offset; -  vec4 getPosition(vec2 pos_screen)  {  	float depth = texture2DRect(depthMap, pos_screen.xy).a; @@ -57,6 +52,56 @@ vec4 getPosition(vec2 pos_screen)  	return pos;  } +//calculate decreases in ambient lighting when crowded out (SSAO) +float calcAmbientOcclusion(vec4 pos, vec3 norm) +{ +	vec2 kern[8]; +	// exponentially (^2) distant occlusion samples spread around origin +	kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; +	kern[1] = vec2(1.0, 0.0) * 0.250*0.250; +	kern[2] = vec2(0.0, 1.0) * 0.375*0.375; +	kern[3] = vec2(0.0, -1.0) * 0.500*0.500; +	kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; +	kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; +	kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; +	kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; + +	vec2 pos_screen = vary_fragcoord.xy; +	vec3 pos_world = pos.xyz; +	vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; +	 +	float angle_hidden = 0.0; +	int points = 0; +	 +	float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); +	 +	// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) +	for (int i = 0; i < 8; i++) +	{ +		vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect); +		vec3 samppos_world = getPosition(samppos_screen).xyz;  +		 +		vec3 diff = pos_world - samppos_world; +		float dist2 = dot(diff, diff); +		 +		// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area +		// --> solid angle shrinking by the square of distance +		//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 +		//(k should vary inversely with # of samples, but this is taken care of later) +		 +		//if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0)  // -0.05*norm to shift sample point back slightly for flat surfaces +		//	angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional.  max of 1.0 (= ssao_factor_inv * ssao_factor) +		angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); +		 +		// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"  +		points = points + int(diff.z > -1.0); +	} +	 +	angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); +	 +	return (1.0 - (float(points != 0) * angle_hidden)); +} +  float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)  {  	stc.xyz /= stc.w; @@ -78,7 +123,7 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)  float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)  {  	stc.xyz /= stc.w; -	stc.z += spot_shadow_bias*scl; +	stc.z += shadow_bias*scl;  	float cs = shadow2D(shadowMap, stc.xyz).x;  	float shadow = cs; @@ -89,7 +134,8 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)  	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);  	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);  	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs); -				 +	 +			  	return shadow/5.0;  	//return shadow; @@ -103,10 +149,7 @@ void main()  	vec4 pos = getPosition(pos_screen); -	vec4 nmap4 = texture2DRect(normalMap, pos_screen); -	nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm -	float displace = nmap4.w; -	vec3 norm = nmap4.xyz; +    vec3 norm = texture2DRect(normalMap, pos_screen).xyz*2.0-1.0;  	/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL  	{ @@ -115,12 +158,9 @@ void main()  	}*/  	float shadow = 1.0; -	float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); +    float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); -	vec3 shadow_pos = pos.xyz + displace*norm; -	vec3 offset = vary_light.xyz * (1.0-dp_directional_light); -	 -	vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0); +	vec4 spos = vec4(pos.xyz + vary_light.xyz * (1.0-dp_directional_light)*shadow_offset, 1.0);  	if (spos.z > -shadow_clip.w)  	{	 @@ -180,17 +220,15 @@ void main()  	}  	gl_FragColor[0] = shadow; -	gl_FragColor[1] = 1.0; -	 -	spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0); +	gl_FragColor[1] = calcAmbientOcclusion(pos, norm);  	//spotlight shadow 1  	vec4 lpos = shadow_matrix[4]*spos; -	gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8);  +	gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.1).x;   	//spotlight shadow 2  	lpos = shadow_matrix[5]*spos; -	gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8);  +	gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.1).x;   	//gl_FragColor.rgb = pos.xyz;  	//gl_FragColor.b = shadow; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl deleted file mode 100644 index 4e33a1af45..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ /dev/null @@ -1,257 +0,0 @@ -/**  - * @file sunLightSSAOF.glsl - * - * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. - * $License$ - */ - -#extension GL_ARB_texture_rectangle : enable - -//class 2 -- shadows and SSAO - -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; -uniform sampler2DShadow shadowMap4; -uniform sampler2DShadow shadowMap5; -uniform sampler2D noiseMap; - -uniform sampler2D		lightFunc; - -// Inputs -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; -uniform float ssao_radius; -uniform float ssao_max_radius; -uniform float ssao_factor; -uniform float ssao_factor_inv; - -varying vec2 vary_fragcoord; -varying vec4 vary_light; - -uniform mat4 inv_proj; -uniform vec2 screen_res; -uniform vec2 shadow_res; -uniform vec2 proj_shadow_res; - -uniform float shadow_bias; -uniform float shadow_offset; - -uniform float spot_shadow_bias; -uniform float spot_shadow_offset; - -vec4 getPosition(vec2 pos_screen) -{ -	float depth = texture2DRect(depthMap, pos_screen.xy).a; -	vec2 sc = pos_screen.xy*2.0; -	sc /= screen_res; -	sc -= vec2(1.0,1.0); -	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); -	vec4 pos = inv_proj * ndc; -	pos /= pos.w; -	pos.w = 1.0; -	return pos; -} - -//calculate decreases in ambient lighting when crowded out (SSAO) -float calcAmbientOcclusion(vec4 pos, vec3 norm) -{ -	float ret = 1.0; -	 -	float dist = dot(pos.xyz,pos.xyz); -	 -	if (dist < 64.0*64.0) -	{ -		vec2 kern[8]; -		// exponentially (^2) distant occlusion samples spread around origin -		kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; -		kern[1] = vec2(1.0, 0.0) * 0.250*0.250; -		kern[2] = vec2(0.0, 1.0) * 0.375*0.375; -		kern[3] = vec2(0.0, -1.0) * 0.500*0.500; -		kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; -		kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; -		kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; -		kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; - -		vec2 pos_screen = vary_fragcoord.xy; -		vec3 pos_world = pos.xyz; -		vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; -		 -		float angle_hidden = 0.0; -		int points = 0; -		 -		float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); -		 -		// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) -		for (int i = 0; i < 8; i++) -		{ -			vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect); -			vec3 samppos_world = getPosition(samppos_screen).xyz;  -			 -			vec3 diff = pos_world - samppos_world; -			float dist2 = dot(diff, diff); -			 -			// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area -			// --> solid angle shrinking by the square of distance -			//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 -			//(k should vary inversely with # of samples, but this is taken care of later) -			 -			//if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0)  // -0.05*norm to shift sample point back slightly for flat surfaces -			//	angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional.  max of 1.0 (= ssao_factor_inv * ssao_factor) -			angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); -			 -			// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"  -			points = points + int(diff.z > -1.0); -		} -		 -		angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); -		 -		ret = (1.0 - (float(points != 0) * angle_hidden)); -		ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0); -	} -	 -	return min(ret, 1.0); -} - -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) -{ -	stc.xyz /= stc.w; -	stc.z += shadow_bias*scl; -	 -	float cs = shadow2DRect(shadowMap, stc.xyz).x; -	float shadow = cs; - -	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs); -	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs); -	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs); -	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs); -			 -	return shadow/5.0; -	 -	//return shadow; -} - -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) -{ -	stc.xyz /= stc.w; -	stc.z += spot_shadow_bias*scl; -	 -	float cs = shadow2D(shadowMap, stc.xyz).x; -	float shadow = cs; - -	vec2 off = 1.5/proj_shadow_res; -	 -	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs); -	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); -	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); -	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs); -	 -			 -	return shadow/5.0; -	 -	//return shadow; -} - -void main()  -{ -	vec2 pos_screen = vary_fragcoord.xy; -	 -	//try doing an unproject here -	 -	vec4 pos = getPosition(pos_screen); -	 -	vec4 nmap4 = texture2DRect(normalMap, pos_screen); -	nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm -	float displace = nmap4.w; -	vec3 norm = nmap4.xyz; -	 -	/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL -	{ -		gl_FragColor = vec4(0.0); // doesn't matter -		return; -	}*/ -	 -	float shadow = 1.0; -	float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); - -	vec3 shadow_pos = pos.xyz + displace*norm; -	vec3 offset = vary_light.xyz * (1.0-dp_directional_light); -	 -	vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0); -	 -	if (spos.z > -shadow_clip.w) -	{	 -		if (dp_directional_light == 0.0) -		{ -			// if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup -			shadow = 0.0; -		} -		else -		{ -			vec4 lpos; -			 -			if (spos.z < -shadow_clip.z) -			{ -				lpos = shadow_matrix[3]*spos; -				lpos.xy *= shadow_res; -				shadow = pcfShadow(shadowMap3, lpos, 0.25); -				shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); -			} -			else if (spos.z < -shadow_clip.y) -			{ -				lpos = shadow_matrix[2]*spos; -				lpos.xy *= shadow_res; -				shadow = pcfShadow(shadowMap2, lpos, 0.5); -			} -			else if (spos.z < -shadow_clip.x) -			{ -				lpos = shadow_matrix[1]*spos; -				lpos.xy *= shadow_res; -				shadow = pcfShadow(shadowMap1, lpos, 0.75); -			} -			else -			{ -				lpos = shadow_matrix[0]*spos; -				lpos.xy *= shadow_res; -				shadow = pcfShadow(shadowMap0, lpos, 1.0); -			} -		 -			// take the most-shadowed value out of these two: -			//  * the blurred sun shadow in the light (shadow) map -			//  * an unblurred dot product between the sun and this norm -			// the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting -			shadow = min(shadow, dp_directional_light); -			 -			//lpos.xy /= lpos.w*32.0; -			//if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1) -			//{ -			//	shadow = 0.0; -			//} -			 -		} -	} -	else -	{ -		// more distant than the shadow map covers -		shadow = 1.0; -	} -	 -	gl_FragColor[0] = shadow; -	gl_FragColor[1] = calcAmbientOcclusion(pos, norm); -	 -	spos.xyz = shadow_pos+offset*spot_shadow_offset; -	 -	//spotlight shadow 1 -	vec4 lpos = shadow_matrix[4]*spos; -	gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8);  -	 -	//spotlight shadow 2 -	lpos = shadow_matrix[5]*spos; -	gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8);  - -	//gl_FragColor.rgb = pos.xyz; -	//gl_FragColor.b = shadow; -} diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl index 19800d96dc..f4c59734a4 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl @@ -6,7 +6,7 @@   */  float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); +float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);  vec3 atmosAmbient(vec3 light);  vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -18,10 +18,9 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)  	// Collect normal lights (need to be divided by two, as we later multiply by 2)  	col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz); - -	col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); -	col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); -	//col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); +	col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); +	col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); +	//col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation);  	col.rgb = scaleDownLight(col.rgb);  	// Add windlight lights diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl index 66606233cd..7325825d6d 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl @@ -44,8 +44,7 @@ float getDepth(vec2 pos_screen)  void main()   { -	vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; -	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm +	vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz*2.0-1.0;  	float depth = getDepth(vary_fragcoord.xy);  	vec3 ccol = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; @@ -57,10 +56,9 @@ void main()  	for (int i = 0; i < kern_length; i++)  	{  		vec2 tc = vary_fragcoord.xy + kern[i].y*dlt; -		vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz; -		sampNorm = vec3((sampNorm.xy-0.5)*2.0,sampNorm.z); // unpack norm -		 -		float d = dot(norm.xyz, sampNorm); +	    vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz*2.0-1.0; +	     +	   float d = dot(norm.xyz, sampNorm);  		if (d > 0.5)  		{ diff --git a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl index 1b8354dbd1..939710cb56 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl @@ -178,8 +178,7 @@ void main()  	float rad = gi_range*0.5; -	vec3 norm = texture2DRect(normalMap, pos_screen).xyz; -	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm +	vec3 norm = texture2DRect(normalMap, pos_screen).xyz*2.0-1.0;  	float dist = max(length(pos.xyz)-rad, 0.0);  	float da = clamp(1.0-dist/rad, 0.0, 1.0); diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index c88edd0a60..96a083b522 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -56,8 +56,9 @@ vec3 vary_AdditiveColor;  vec3 vary_AtmosAttenuation;  uniform float gi_ambiance; -vec4 getPosition_d(vec2 pos_screen, float depth) -{ +vec4 getPosition(vec2 pos_screen) +{ //get position in screen space (world units) given window coordinate and depth map +	float depth = texture2DRect(depthMap, pos_screen.xy).a;  	vec2 sc = pos_screen.xy*2.0;  	sc /= screen_res;  	sc -= vec2(1.0,1.0); @@ -68,12 +69,6 @@ vec4 getPosition_d(vec2 pos_screen, float depth)  	return pos;  } -vec4 getPosition(vec2 pos_screen) -{ //get position in screen space (world units) given window coordinate and depth map -	float depth = texture2DRect(depthMap, pos_screen.xy).a; -	return getPosition_d(pos_screen, depth); -} -  vec3 getPositionEye()  {  	return vary_PositionEye; @@ -257,10 +252,8 @@ vec3 scaleSoftClip(vec3 light)  void main()   {  	vec2 tc = vary_fragcoord.xy; -	float depth = texture2DRect(depthMap, tc.xy).a; -	vec3 pos = getPosition_d(tc, depth).xyz; -	vec3 norm = texture2DRect(normalMap, tc).xyz; -	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm +	vec3 pos = getPosition(tc).xyz; +	vec3 norm = texture2DRect(normalMap, tc).xyz*2.0-1.0;  	//vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;  	float da = max(dot(norm.xyz, vary_light.xyz), 0.0); @@ -281,63 +274,11 @@ void main()  	col *= diffuse.rgb; -	if (spec.a > 0.0) // specular reflection +	if (spec.a > 0.0)  	{ -		// the old infinite-sky shiny reflection -		// -		vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); -		float sa = dot(refnormpersp, vary_light.xyz); -		vec3 dumbshiny = vary_SunlitColor*scol*texture2D(lightFunc, vec2(sa, spec.a)).a; - -		/* -		// screen-space cheap fakey reflection map -		// -		vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz)); -		depth -= 0.5; // unbias depth -		// first figure out where we'll make our 2D guess from -		vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; -		// Offset the guess source a little according to a trivial -		// checkerboard dither function and spec.a. -		// This is meant to be similar to sampling a blurred version -		// of the diffuse map.  LOD would be better in that regard. -		// The goal of the blur is to soften reflections in surfaces -		// with low shinyness, and also to disguise our lameness. -		float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 -		float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5); - -		ref2d += vec2(checkoffset, checkoffset); -		ref2d += tc.xy; // use as offset from destination -		// Get attributes from the 2D guess point. -		// We average two samples of diffuse (not of anything else) per -		// pixel to try to reduce aliasing some more. -		vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb + -				     texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb); -		float refdepth = texture2DRect(depthMap, ref2d).a; -		vec3 refpos = getPosition_d(ref2d, refdepth).xyz; -		float refshad = texture2DRect(lightMap, ref2d).r; -		vec3 refn = texture2DRect(normalMap, ref2d).rgb; -		refn = vec3((refn.xy-0.5)*2.0,refn.z); // unpack norm -		refn = normalize(refn); -		// figure out how appropriate our guess actually was -		float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos))); -		// darken reflections from points which face away from the reflected ray - our guess was a back-face -		//refapprop *= step(dot(refnorm, refn), 0.0); -		refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant -		// get appropriate light strength for guess-point. -		// reflect light direction to increase the illusion that -		// these are reflections. -		vec3 reflight = reflect(lightnorm.xyz, norm.xyz); -		float reflit = min(max(dot(refn, reflight.xyz), 0.0), refshad); -		// apply sun color to guess-point, dampen according to inappropriateness of guess -		float refmod = min(refapprop, reflit); -		vec3 refprod = vary_SunlitColor * refcol.rgb * refmod; -		vec3 ssshiny = (refprod * spec.a); -		ssshiny *= 0.3; // dampen it even more -		*/ -		vec3 ssshiny = vec3(0,0,0); - -		// add the two types of shiny together -		col += (ssshiny + dumbshiny) * spec.rgb; +		vec3 ref = normalize(reflect(pos.xyz, norm.xyz)); +		float sa = dot(ref, vary_light.xyz); +		col.rgb += vary_SunlitColor*scol*spec.rgb*texture2D(lightFunc, vec2(sa, spec.a)).a;  	}  	col = atmosLighting(col); diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl index 5b33ea5bfe..258acee08c 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl @@ -14,6 +14,5 @@ void main()  	vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy);  	gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005);  	gl_FragData[1] = vec4(0,0,0,0); -	vec3 nvn = normalize(vary_normal); -	gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); +	gl_FragData[2] = vec4(normalize(vary_normal)*0.5+0.5, 0.0);  } diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index f129a1517b..1c5234c450 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -6,7 +6,7 @@   */  float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); +float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);  vec3 atmosAmbient(vec3 light);  vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -15,21 +15,24 @@ vec3 scaleUpLight(vec3 light);  vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)  { -	vec4 col = vec4(0.0, 0.0, 0.0, color.a); +	vec4 col; +	col.a = color.a; +	// Add windlight lights +	col.rgb = atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz)); +	col.rgb += atmosAmbient(baseLight.rgb); +	col.rgb = scaleUpLight(col.rgb); +  	// Collect normal lights (need to be divided by two, as we later multiply by 2) -	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); -	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); -	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); -	col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); -	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); -	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); +	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); +	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); +	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); +	col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); + 	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); + 	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation);  	col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);  	col.rgb = scaleDownLight(col.rgb); - -	// Add windlight lights -	col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz)); -	col.rgb += atmosAmbient(baseLight.rgb); +				  	col.rgb = min(col.rgb*color.rgb, 1.0); | 
