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authorDave Parks <davep@lindenlab.com>2013-05-17 13:56:04 -0500
committerDave Parks <davep@lindenlab.com>2013-05-17 13:56:04 -0500
commit0ed964fd20c4b55e41d933b41f47583224754025 (patch)
tree4f4679fe2e228ef93b7648df501d927822866f15 /indra/newview/app_settings
parent174eda3ed010280277cf2771e838e902a74d6561 (diff)
parent88a42cd453b19e66551a36d635981da5aaa04933 (diff)
Automated merge with https://bitbucket.org/lindenlab/viewer-development-materials
Diffstat (limited to 'indra/newview/app_settings')
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/alphaF.glsl12
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/alphaV.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl12
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl7
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/alphaV.glsl9
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl10
6 files changed, 61 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 84e83d4c8b..50b43f6a8d 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -60,10 +60,14 @@ VARYING vec3 vary_ambient;
VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
-VARYING vec4 vary_pointlight_col;
+VARYING vec3 vary_pointlight_col;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_norm;
+#ifdef USE_VERTEX_COLOR
+VARYING vec4 vertex_color;
+#endif
+
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
@@ -212,7 +216,7 @@ void main()
diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f));
#ifdef USE_VERTEX_COLOR
- float vertex_color_alpha = vary_pointlight_col.a;
+ float vertex_color_alpha = vertex_color.a;
#else
float vertex_color_alpha = 1.0;
#endif
@@ -221,7 +225,7 @@ void main()
vec3 l = light_position[0].xyz;
vec3 dlight = calcDirectionalLight(normal, l) * 2.6;
- dlight = dlight * vary_directional.rgb * vary_pointlight_col.rgb;
+ dlight = dlight * vary_directional.rgb * vary_pointlight_col;
#if HAS_SHADOW
vec4 col = vec4(vary_ambient + dlight * shadow, vertex_color_alpha);
@@ -246,7 +250,7 @@ void main()
LIGHT_LOOP(6)
LIGHT_LOOP(7)
- color.rgb += diff.rgb * vary_pointlight_col.rgb * col.rgb;
+ color.rgb += diff.rgb * vary_pointlight_col * col.rgb;
frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index 6ed2ad5192..247ee0a34f 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -69,8 +69,11 @@ VARYING vec3 vary_ambient;
VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
-VARYING vec4 vary_pointlight_col;
+VARYING vec3 vary_pointlight_col;
+#ifdef USE_VERTEX_COLOR
+VARYING vec4 vertex_color;
+#endif
VARYING vec2 vary_texcoord0;
@@ -83,6 +86,8 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
+uniform vec3 sun_dir;
+
vec3 calcDirectionalLight(vec3 n, vec3 l)
{
float a = max(dot(n,l),0.0);
@@ -183,21 +188,30 @@ void main()
- vary_pointlight_col.rgb = diff;
- vary_pointlight_col.a = diffuse_color.a;
+ vary_pointlight_col = diff;
+
col.rgb = vec3(0,0,0);
// Add windlight lights
col.rgb = atmosAmbient(col.rgb);
+ float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0-ambient);
+
+ col.rgb *= ambient;
+
vary_ambient = col.rgb*diff.rgb;
vary_directional.rgb = atmosAffectDirectionalLight(1.0f);
col.rgb = col.rgb*diff.rgb;
-
+#ifdef USE_VERTEX_COLOR
+ vertex_color = col;
+#endif
#ifdef HAS_SKIN
vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 599477ad9e..fc4b8b33f8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -579,6 +579,14 @@ void main()
final_da = max(final_da, 0.0f);
col.rgb = atmosAmbient(col);
+
+ float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0-ambient);
+
+ col.rgb *= ambient;
+
col.rgb = col.rgb + atmosAffectDirectionalLight(final_da * 2.6);
col.rgb *= diffuse.rgb;
@@ -625,13 +633,13 @@ void main()
#define LIGHT_LOOP(i) col.rgb = col.rgb + calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare);
- /*LIGHT_LOOP(1)
+ LIGHT_LOOP(1)
LIGHT_LOOP(2)
LIGHT_LOOP(3)
LIGHT_LOOP(4)
LIGHT_LOOP(5)
LIGHT_LOOP(6)
- LIGHT_LOOP(7)*/
+ LIGHT_LOOP(7)
frag_color.rgb = col.rgb;
glare = min(glare, 1.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index a1dff9188f..9197df2628 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -301,6 +301,13 @@ void main()
calcAtmospherics(pos.xyz, 1.0);
col = atmosAmbient(vec3(0));
+ float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0-ambient);
+
+ col.rgb *= ambient;
+
col += atmosAffectDirectionalLight(max(min(da, 1.0) * 2.6, diffuse.a));
col *= diffuse.rgb;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index 127c1709b8..13c6ffc607 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -83,6 +83,8 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
+uniform vec3 sun_dir;
+
vec3 calcDirectionalLight(vec3 n, vec3 l)
{
float a = max(dot(n,l),0.0);
@@ -190,6 +192,13 @@ void main()
// Add windlight lights
col.rgb = atmosAmbient(col.rgb);
+ float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0-ambient);
+
+ col.rgb *= ambient;
+
vary_directional.rgb = atmosAffectDirectionalLight(1.0f);
vary_ambient = col.rgb*dff;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 10a598a85c..ee6aaddb00 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -296,7 +296,7 @@ void main()
float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
vec4 diffuse = texture2DRect(diffuseRect, tc);
-
+
vec3 col;
float bloom = 0.0;
@@ -310,6 +310,14 @@ void main()
calcAtmospherics(pos.xyz, ambocc);
col = atmosAmbient(vec3(0));
+
+ float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0-ambient);
+
+ col *= ambient;
+
col += atmosAffectDirectionalLight(max(min(da, scol) * 2.6, diffuse.a));
col *= diffuse.rgb;