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authorGraham Linden <graham@lindenlab.com>2019-03-26 10:28:25 -0700
committerGraham Linden <graham@lindenlab.com>2019-03-26 10:28:25 -0700
commitfb7c887a5e09024731038eef0a57e5f1e8e08b2e (patch)
tree9563119c9a44e03c642de828cb93e9399e1c4c35 /indra/newview/app_settings/shaders
parent446afe2d1a081a0e10a34749bbe1e4475075dae0 (diff)
More consistent lighting across ALM/non-ALM/deferred/forward rendering.
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl12
5 files changed, 32 insertions, 25 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index fdbf5ec840..dac93cee3a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -100,12 +100,14 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
vec3 norm = normalize(n);
da = max(0.0, dot(norm, lv));
+ //da = min(da, shadow);
da = clamp(da, 0.0, 1.0);
//distance attenuation
float dist = d/la;
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= dist_atten;
+ dist_atten *= 2.0f;
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
@@ -113,12 +115,16 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
// to match spotLight (but not multiSpotLight) *sigh*
float lit = max(da * dist_atten,0.0);
+
+ // the shadowmap is wrong for alpha objects
+ // since we only have 2 maps but N spots
+ //col = lit * light_col * diffuse * shadow;
col = lit * light_col * diffuse;
float amb_da = ambiance;
+ amb_da += (da*0.5) * (1.0 - shadow) * ambiance;
+ amb_da += (da*da*0.5 + 0.5) * (1.0 - shadow) * ambiance;
amb_da *= dist_atten;
- amb_da += (da*0.5) * ambiance;
- amb_da += (da*da*0.5 + 0.25) * ambiance;
amb_da = min(amb_da, 1.0f - lit);
col.rgb += amb_da * light_col * diffuse;
@@ -189,6 +195,7 @@ void main()
vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir;
float da = dot(norm.xyz, light_dir.xyz);
da = clamp(da, 0.0, 1.0);
+ da = pow(da, 1.0 / 1.3);
vec4 color = vec4(0,0,0,0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 9112b6afd3..c43b5b22bf 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -104,23 +104,28 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
float dist = d/la;
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= dist_atten;
-
+ dist_atten *= 2.0f;
+
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
da = dot(n, lv);
+ //da = min(da, shadow);
da *= clamp(da, 0.0, 1.0);
-
+
float lit = max(da * dist_atten, 0.0);
+ // shadowmap is wrong for alpha-blended objs
+ // since we created shadowmaps for 2 but render N
+ //col = light_col*lit*diffuse*shadow;
col = light_col*lit*diffuse;
-
+
float amb_da = ambiance;
+ amb_da += (da*0.5) * (1.0 - shadow) * ambiance;
+ amb_da += (da*da*0.5 + 0.5) * (1.0 - shadow) * ambiance;
amb_da *= dist_atten;
- amb_da += (da*0.5) * ambiance;
- amb_da += (da*da*0.5 + 0.25) * ambiance;
amb_da = min(amb_da, 1.0f - lit);
col.rgb += amb_da * light_col * diffuse;
@@ -135,10 +140,10 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
- float gtdenom = abs(2 * nh);
+ float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
- if (gtdenom > 0.0)
+ if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
index a9288b3df6..8defcf9f52 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
@@ -28,7 +28,7 @@
float calcDirectionalLight(vec3 n, vec3 l)
{
- float a = max(dot(n,l),0.0);
+ float a = max(dot(n,normalize(l)),0.0);
return a;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index c4f406aa76..05192e1737 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -143,11 +143,11 @@ void main()
vec3 pos = getPosition(frag.xy).xyz;
vec3 lv = center.xyz-pos.xyz;
float dist = length(lv);
- dist /= size;
- if (dist > 1.0)
- {
- discard;
- }
+
+ if ((size > 0) && ((dist / size) > 1.0))
+ {
+ discard;
+ }
float shadow = 1.0;
@@ -225,11 +225,8 @@ void main()
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
amb_da += (da*da*0.5+0.5)*(1.0-shadow)*proj_ambiance;
-
amb_da *= dist_atten * noise;
-
amb_da = min(amb_da, 1.0-lit);
-
col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 67eb503e72..4a5f5e642b 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -143,11 +143,11 @@ void main()
vec3 pos = getPosition(frag.xy).xyz;
vec3 lv = trans_center.xyz-pos.xyz;
float dist = length(lv);
- dist /= size;
- if (dist > 1.0)
- {
- discard;
- }
+
+ if ((size > 0) && ((dist / size) > 1.0))
+ {
+ discard;
+ }
float shadow = 1.0;
@@ -224,9 +224,7 @@ void main()
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
amb_da += (da*da*0.5+0.5)*(1.0-shadow)*proj_ambiance;
-
amb_da *= dist_atten * noise;
-
amb_da = min(amb_da, 1.0-lit);
col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;