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authorGeenz <geenz@geenzo.com>2013-04-15 01:35:21 -0400
committerGeenz <geenz@geenzo.com>2013-04-15 01:35:21 -0400
commit6257a8394c23b518febdf5ec9c9ecbdce224e046 (patch)
treec2a0d5300cf030fd58622d49d8036b59b73df73d /indra/newview/app_settings
parent66b4900e70db9bf6244faee0bcde63060302f9fe (diff)
Normal mapped alpha support. Specular and environment map support needs a bit of extra work (in progress).
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl37
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl81
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl81
4 files changed, 192 insertions, 27 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 55dda06b46..8fb1d6f7b3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -55,14 +55,14 @@ VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_norm;
+VARYING mat3 vary_rotation;
#if INDEX_MODE != NON_INDEXED_NO_COLOR
VARYING vec4 vertex_color;
#endif
-VARYING vec2 vary_texcoord0;
-
-VARYING vec3 vary_norm;
uniform mat4 inv_proj;
uniform vec4 light_position[8];
@@ -70,13 +70,21 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
+uniform sampler2D bumpMap;
+uniform samplerCube environmentMap;
+uniform mat3 env_mat;
+
+uniform vec4 specular_color;
+
uniform float shadow_offset;
-float calcDirectionalLight(vec3 n, vec3 l)
+vec2 calcDirectionalLight(vec3 n, vec3 l)
{
- float a = pow(max(dot(n,l),0.0), 0.7);
- return a;
+ vec3 refl = normalize(reflect(vary_position.xyz, n.xyz));
+ float a = pow(max(dot(n,l),0.0), 0.7);
+ refl.x = pow(pow(max(dot(refl, l), 0.0), specular_color.w * 128), 0.6);
+ return vec2(a, refl.x);
}
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
@@ -127,8 +135,15 @@ void main()
#else
float vertex_color_alpha = vertex_color.a;
#endif
-
- vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col;
+
+ vec3 normal = vary_norm;
+ normal = texture2D(bumpMap, vary_texcoord0.xy).xyz * 2 - 1;
+ normal = vec3(dot(normal.xyz, vary_rotation[0]),
+ dot(normal.xyz, vary_rotation[1]),
+ dot(normal.xyz, vary_rotation[2]));
+
+ vec2 slight = calcDirectionalLight(normal, light_position[0].xyz);
+ vec3 dlight = slight.x * vary_directional.rgb * vary_pointlight_col;
vec4 col = vec4(vary_ambient + dlight, vertex_color_alpha);
vec4 color = diff * col;
@@ -140,9 +155,11 @@ void main()
for (int i = 2; i < 8; i++)
{
- light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
+ light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
}
-
+
+ vec3 n = normalize(reflect(vary_position.xyz, normal.xyz));
+ n = vec3(dot(n, light_position[0].xyz));
color.rgb += diff.rgb * vary_pointlight_col * light_col;
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 bc08cc6dbf..784472c987 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -23,16 +23,30 @@
* $/LicenseInfo$
*/
+#define INDEXED 1
+#define NON_INDEXED 2
+#define NON_INDEXED_NO_COLOR 3
+
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
+uniform mat4 projection_matrix;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
+#if INDEX_MODE == INDEXED
void passTextureIndex();
+#endif
ATTRIBUTE vec3 normal;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 binormal;
+
+#if HAS_SKIN
+mat4 getObjectSkinnedTransform();
+#elif IS_AVATAR_SKIN
+mat4 getSkinnedTransform();
+#endif
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -50,10 +64,14 @@ VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
+#if INDEX_MODE != NON_INDEXED_NO_COLOR
VARYING vec4 vertex_color;
+#endif
+
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_norm;
+VARYING mat3 vary_rotation;
uniform float near_clip;
uniform float shadow_offset;
@@ -102,24 +120,68 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
+ vec4 pos;
+ vec3 norm;
+
//transform vertex
+#if HAS_SKIN
+ mat4 trans = getObjectSkinnedTransform();
+ trans = modelview_matrix * trans;
+
+ pos = trans * vec4(position.xyz, 1.0);
+
+ norm = position.xyz + normal.xyz;
+ norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz);
+ vec4 frag_pos = projection_matrix * pos;
+ gl_Position = frag_pos;
+#elif IS_AVATAR_SKIN
+ mat4 trans = getSkinnedTransform();
+ vec4 pos_in = vec4(position.xyz, 1.0);
+ pos.x = dot(trans[0], pos_in);
+ pos.y = dot(trans[1], pos_in);
+ pos.z = dot(trans[2], pos_in);
+ pos.w = 1.0;
+
+ norm.x = dot(trans[0].xyz, normal);
+ norm.y = dot(trans[1].xyz, normal);
+ norm.z = dot(trans[2].xyz, normal);
+ norm = normalize(norm);
+
+ vec4 frag_pos = projection_matrix * pos;
+ gl_Position = frag_pos;
+#else
+ norm = normalize(normal_matrix * normal);
vec4 vert = vec4(position.xyz, 1.0);
- passTextureIndex();
- vec4 pos = (modelview_matrix * vert);
+ pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+#endif
+#if INDEX_MODE == INDEXED
+ passTextureIndex();
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+#else
+ vary_texcoord0 = texcoord0;
+#endif
- vec3 norm = normalize(normal_matrix * normal);
vary_norm = norm;
float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
-
+
+ vec3 n = norm;
+ vec3 b = normalize(normal_matrix * binormal);
+ vec3 t = cross(b, n);
+
+ vary_rotation[0] = vec3(t.x, b.x, n.x);
+ vary_rotation[1] = vec3(t.y, b.y, n.y);
+ vary_rotation[2] = vec3(t.z, b.z, n.z);
+
calcAtmospherics(pos.xyz);
//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
+
vary_pointlight_col = diffuse_color.rgb;
+
col.rgb = vec3(0,0,0);
// Add windlight lights
@@ -129,12 +191,17 @@ void main()
vary_directional.rgb = atmosAffectDirectionalLight(1);
col.rgb = col.rgb*diffuse_color.rgb;
-
+#if INDEX_MODE != NON_INDEXED_NO_COLOR
vertex_color = col;
-
-
+#endif
+#if HAS_SKIN
+ vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
+#elif IS_AVATAR_SKIN
+ vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
+#else
pos = modelview_projection_matrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index a349981ea2..0c8d48368f 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -57,6 +57,7 @@ VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_norm;
+VARYING mat3 vary_rotation;
#if INDEX_MODE != NON_INDEXED_NO_COLOR
VARYING vec4 vertex_color;
@@ -74,6 +75,12 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
+uniform sampler2D bumpMap;
+uniform samplerCube environmentMap;
+uniform mat3 env_mat;
+
+uniform vec4 specular_color;
+
float calcDirectionalLight(vec3 n, vec3 l)
{
float a = pow(max(dot(n,l),0.0), 0.7);
@@ -199,7 +206,7 @@ void main()
{
shadow = 1.0;
}
- vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col;
+
#if INDEX_MODE == INDEXED
vec4 diff = diffuseLookup(vary_texcoord0.xy);
@@ -213,6 +220,14 @@ void main()
float vertex_color_alpha = vertex_color.a;
#endif
+ vec3 normal = vary_norm;
+ normal = texture2D(bumpMap, vary_texcoord0.xy).xyz * 2 - 1;
+ normal = vec3(dot(normal.xyz, vary_rotation[0]),
+ dot(normal.xyz, vary_rotation[1]),
+ dot(normal.xyz, vary_rotation[2]));
+
+ vec3 dlight = calcDirectionalLight(normal, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col;
+
vec4 col = vec4(vary_ambient + dlight *shadow, vertex_color_alpha);
vec4 color = diff * col;
@@ -223,8 +238,9 @@ void main()
for (int i = 2; i < 8; i++)
{
- light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
+ light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
}
+
color.rgb += diff.rgb * vary_pointlight_col * light_col;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index 79e5d7e572..9a3407372d 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -23,16 +23,30 @@
* $/LicenseInfo$
*/
+#define INDEXED 1
+#define NON_INDEXED 2
+#define NON_INDEXED_NO_COLOR 3
+
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
+uniform mat4 projection_matrix;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
+#if INDEX_MODE == INDEXED
void passTextureIndex();
+#endif
ATTRIBUTE vec3 normal;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 binormal;
+
+#if HAS_SKIN
+mat4 getObjectSkinnedTransform();
+#elif IS_AVATAR_SKIN
+mat4 getSkinnedTransform();
+#endif
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -50,10 +64,14 @@ VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
+#if INDEX_MODE != NON_INDEXED_NO_COLOR
VARYING vec4 vertex_color;
+#endif
+
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_norm;
+VARYING mat3 vary_rotation;
uniform float near_clip;
uniform float shadow_offset;
@@ -102,19 +120,61 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
+ vec4 pos;
+ vec3 norm;
+
//transform vertex
+#if HAS_SKIN
+ mat4 trans = getObjectSkinnedTransform();
+ trans = modelview_matrix * trans;
+
+ pos = trans * vec4(position.xyz, 1.0);
+
+ norm = position.xyz + normal.xyz;
+ norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz);
+ vec4 frag_pos = projection_matrix * pos;
+ gl_Position = frag_pos;
+#elif IS_AVATAR_SKIN
+ mat4 trans = getSkinnedTransform();
+ vec4 pos_in = vec4(position.xyz, 1.0);
+ pos.x = dot(trans[0], pos_in);
+ pos.y = dot(trans[1], pos_in);
+ pos.z = dot(trans[2], pos_in);
+ pos.w = 1.0;
+
+ norm.x = dot(trans[0].xyz, normal);
+ norm.y = dot(trans[1].xyz, normal);
+ norm.z = dot(trans[2].xyz, normal);
+ norm = normalize(norm);
+
+ vec4 frag_pos = projection_matrix * pos;
+ gl_Position = frag_pos;
+#else
+ norm = normalize(normal_matrix * normal);
vec4 vert = vec4(position.xyz, 1.0);
- passTextureIndex();
- vec4 pos = (modelview_matrix * vert);
+ pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+#endif
+#if INDEX_MODE == INDEXED
+ passTextureIndex();
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
- vec3 norm = normalize(normal_matrix * normal);
+#else
+ vary_texcoord0 = texcoord0;
+#endif
+
vary_norm = norm;
float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
-
+
+ vec3 n = norm;
+ vec3 b = normalize(normal_matrix * binormal);
+ vec3 t = cross(b, n);
+
+ vary_rotation[0] = vec3(t.x, b.x, n.x);
+ vary_rotation[1] = vec3(t.y, b.y, n.y);
+ vary_rotation[2] = vec3(t.z, b.z, n.z);
+
calcAtmospherics(pos.xyz);
//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
@@ -132,11 +192,16 @@ void main()
col.rgb = col.rgb*diffuse_color.rgb;
+#if INDEX_MODE != NON_INDEXED_NO_COLOR
vertex_color = col;
-
-
+#endif
+#if HAS_SKIN
+ vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
+#elif IS_AVATAR_SKIN
+ vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
+#else
pos = modelview_projection_matrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
-
+#endif
}