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authorgraham linden <graham@lindenlab.com>2013-04-09 12:18:05 -0700
committergraham linden <graham@lindenlab.com>2013-04-09 12:18:05 -0700
commit76f36001e2e09a0a017bffedfe140b181677f590 (patch)
tree6f91d6fd81064cf6a840f46209c4aa1789d89aaf /indra
parent74712b47dfec67e014a4f7e0aca1bebcd15ea4e7 (diff)
parent2a220ca9eb22f953073c6396167dbd48648fe5f9 (diff)
Merged lindenlab/viewer-development-materials into default
Diffstat (limited to 'indra')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl57
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl54
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl13
-rw-r--r--indra/newview/pipeline.cpp2
27 files changed, 330 insertions, 63 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index dd87ddb330..4ef69824a1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -49,8 +49,53 @@ VARYING vec3 vary_pointlight_col;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_norm;
uniform mat4 inv_proj;
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
+
+uniform float shadow_offset;
+
+float calcDirectionalLight(vec3 n, vec3 l)
+{
+ float a = pow(max(dot(n,l),0.0), 0.7);
+ return a;
+}
+
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+{
+ //get light vector
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float d = dot(lv,lv);
+
+ float da = 0.0;
+
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
+ {
+ //normalize light vector
+ lv = normalize(lv);
+
+ //distance attenuation
+ float dist2 = d/la;
+ da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= max(pow(dot(n, lv), 0.7), 0.0);
+ }
+
+ return da;
+}
+
void main()
{
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
@@ -60,14 +105,22 @@ void main()
vec4 diff= diffuseLookup(vary_texcoord0.xy);
- vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a);
+ vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col;
+
+ vec4 col = vec4(vary_ambient + dlight, vertex_color.a);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
+ vec3 light_col = vec3(0,0,0);
- color.rgb += diff.rgb * vary_pointlight_col.rgb;
+ 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);
+ }
+
+ color.rgb += diff.rgb * vary_pointlight_col * light_col;
frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
index beb3290187..10e9670894 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
@@ -47,9 +47,51 @@ VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
VARYING vec2 vary_texcoord0;
VARYING vec4 vertex_color;
+VARYING vec3 vary_norm;
uniform mat4 inv_proj;
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
+float calcDirectionalLight(vec3 n, vec3 l)
+{
+ float a = pow(max(dot(n,l),0.0), 0.7);
+ return a;
+}
+
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+{
+ //get light vector
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float d = dot(lv,lv);
+
+ float da = 0.0;
+
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
+ {
+ //normalize light vector
+ lv = normalize(lv);
+
+ //distance attenuation
+ float dist2 = d/la;
+ da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= max(pow(dot(n, lv), 0.7), 0.0);
+ }
+
+ return da;
+}
+
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).a;
@@ -72,14 +114,22 @@ void main()
vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy);
- vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a);
+ vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col;
+
+ vec4 col = vec4(vary_ambient + dlight, vertex_color.a);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
+ vec3 light_col = vec3(0,0,0);
- color.rgb += diff.rgb * vary_pointlight_col.rgb;
+ 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);
+ }
+
+ color.rgb += diff.rgb * vary_pointlight_col * light_col;
frag_color = color;
//frag_color = vec4(1,0,1,1);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
index 5a0e8ff684..5f93986f1d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
@@ -46,6 +46,7 @@ VARYING vec3 vary_pointlight_col;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_norm;
uniform float near_clip;
@@ -104,7 +105,7 @@ void main()
norm = position.xyz + normal.xyz;
norm = normalize(( trans*vec4(norm, 1.0) ).xyz-pos.xyz);
-
+ vary_norm = norm;
vec4 frag_pos = projection_matrix * pos;
gl_Position = frag_pos;
@@ -112,27 +113,18 @@ void main()
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);
-
- // Collect normal lights
- col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
- col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
- col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
- col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
- col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
- col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
-
- vary_pointlight_col = col.rgb*diffuse_color.rgb;
-
+ vary_pointlight_col = diffuse_color.rgb;
col.rgb = vec3(0,0,0);
// Add windlight lights
col.rgb = atmosAmbient(vec3(0.));
vary_ambient = col.rgb*diffuse_color.rgb;
- vary_directional = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
+ vary_directional.rgb = atmosAffectDirectionalLight(1);
- col.rgb = min(col.rgb*diffuse_color.rgb, 1.0);
+ col.rgb = col.rgb*diffuse_color.rgb;
vertex_color = col;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index cf38a2f4f7..bc08cc6dbf 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -53,6 +53,7 @@ VARYING vec3 vary_pointlight_col;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_norm;
uniform float near_clip;
uniform float shadow_offset;
@@ -110,7 +111,7 @@ void main()
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
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;
@@ -118,23 +119,14 @@ void main()
//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
-
- // Collect normal lights
- col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
- col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
- col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
- col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
- col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
- col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
-
- vary_pointlight_col = col.rgb*diffuse_color.rgb;
+ vary_pointlight_col = diffuse_color.rgb;
col.rgb = vec3(0,0,0);
// Add windlight lights
col.rgb = atmosAmbient(vec3(0.));
vary_ambient = col.rgb*diffuse_color.rgb;
- vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
+ vary_directional.rgb = atmosAffectDirectionalLight(1);
col.rgb = col.rgb*diffuse_color.rgb;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
index bfd9b9b3eb..bcccbf77d2 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
@@ -34,6 +34,12 @@ uniform sampler2D diffuseMap;
VARYING vec3 vary_normal;
VARYING vec2 vary_texcoord0;
+vec2 encode_normal(vec3 n)
+{
+ float f = sqrt(8 * n.z + 8);
+ return n.xy / f + 0.5;
+}
+
void main()
{
vec4 diff = texture2D(diffuseMap, vary_texcoord0.xy);
@@ -46,6 +52,6 @@ void main()
frag_data[0] = vec4(diff.rgb, 0.0);
frag_data[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(nvn.xyz * 0.5 + 0.5, 0.0);
+ frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
index a887728493..595c11fae2 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
@@ -39,6 +39,12 @@ VARYING vec3 vary_mat2;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
+vec2 encode_normal(vec3 n)
+{
+ float f = sqrt(8 * n.z + 8);
+ return n.xy / f + 0.5;
+}
+
void main()
{
vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb;
@@ -52,5 +58,5 @@ void main()
frag_data[1] = vertex_color.aaaa; // spec
//frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
vec3 nvn = normalize(tnorm);
- frag_data[2] = vec4(nvn.xyz * 0.5 + 0.5, vertex_color.a);
+ frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
index c1fa9e4aac..7930b5d18b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
@@ -37,6 +37,12 @@ VARYING vec3 vary_normal;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
+vec2 encode_normal(vec3 n)
+{
+ float f = sqrt(8 * n.z + 8);
+ return n.xy / f + 0.5;
+}
+
void main()
{
vec4 col = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color;
@@ -49,6 +55,6 @@ void main()
frag_data[0] = vec4(col.rgb, 0.0);
frag_data[1] = vec4(0,0,0,0); // spec
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(nvn.xyz * 0.5 + 0.5, 0.0);
+ frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
index 4c68123fac..59d109b886 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
@@ -36,6 +36,12 @@ uniform float minimum_alpha;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
+vec2 encode_normal(vec3 n)
+{
+ float f = sqrt(8 * n.z + 8);
+ return n.xy / f + 0.5;
+}
+
void main()
{
vec4 col = diffuseLookup(vary_texcoord0.xy) * vertex_color;
@@ -48,5 +54,5 @@ void main()
frag_data[0] = vec4(col.rgb, 0.0);
frag_data[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(nvn.xyz * 0.5 + 0.5, 0.0);
+ frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
index ad65c7d330..37d70a2412 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
@@ -37,6 +37,12 @@ uniform sampler2D diffuseMap;
VARYING vec3 vary_normal;
VARYING vec2 vary_texcoord0;
+vec2 encode_normal(vec3 n)
+{
+ float f = sqrt(8 * n.z + 8);
+ return n.xy / f + 0.5;
+}
+
void main()
{
vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
@@ -49,6 +55,6 @@ void main()
frag_data[0] = vec4(col.rgb, 0.0);
frag_data[1] = vec4(0,0,0,0); // spec
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(nvn.xyz * 0.5 + 0.5, 0.0);
+ frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 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 2e456d00dd..6befb1bd8b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
@@ -35,6 +35,12 @@ VARYING vec3 vary_normal;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
+vec2 encode_normal(vec3 n)
+{
+ float f = sqrt(8 * n.z + 8);
+ return n.xy / f + 0.5;
+}
+
void main()
{
vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb;
@@ -42,6 +48,6 @@ void main()
frag_data[1] = vertex_color.aaaa; // spec
//frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(nvn.xyz * 0.5 + 0.5, vertex_color.a);
+ frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
index bb6dc9a57d..40b980bf51 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
@@ -33,6 +33,13 @@ VARYING vec3 vary_normal;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
+vec2 encode_normal(vec3 n)
+{
+ float f = sqrt(8 * n.z + 8);
+ return n.xy / f + 0.5;
+}
+
+
void main()
{
vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb;
@@ -41,5 +48,5 @@ void main()
frag_data[1] = vertex_color.aaaa; // spec
//frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(nvn.xyz * 0.5 + 0.5, vertex_color.a);
+ frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, 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 e406bf14a9..35b176b457 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -43,11 +43,11 @@ uniform sampler2D bumpMap;
#if HAS_SPECULAR_MAP
uniform sampler2D specularMap;
-uniform float env_intensity;
VARYING vec2 vary_texcoord2;
#endif
+uniform float env_intensity;
uniform vec4 specular_color;
#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK
@@ -66,6 +66,11 @@ VARYING vec3 vary_normal;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
+vec2 encode_normal(vec3 n)
+{
+ float f = sqrt(8 * n.z + 8);
+ return n.xy / f + 0.5;
+}
void main()
{
@@ -109,16 +114,14 @@ void main()
//final_color.rgb *= 1 - spec.a * env_intensity;
final_specular.rgb *= specular_color.rgb;
- vec4 final_normal = vec4(normalize(tnorm), spec.a * env_intensity);
- final_specular.a = specular_color.a * spec.a;
+ vec4 final_normal = vec4(encode_normal(normalize(tnorm)), spec.a * env_intensity, 0.0);
+ final_specular.a = specular_color.a * norm.a;
#else
- vec4 final_normal = vec4(normalize(tnorm), 0.0);
- final_specular.a = spec.a;
+ vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0);
+ final_specular.a = specular_color.a;
#endif
-
- final_normal.xyz = final_normal.xyz * 0.5 + 0.5;
frag_data[0] = final_color;
frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
- frag_data[2] = final_normal; // XYZ = Normal. W = Env. intensity.
+ frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index c11298aadd..5329ae9dd7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -56,6 +56,17 @@ uniform float far_z;
uniform mat4 inv_proj;
+vec3 decode_normal (vec2 enc)
+{
+ vec2 fenc = enc*4-2;
+ float f = dot(fenc,fenc);
+ float g = sqrt(1-f/4);
+ vec3 n;
+ n.xy = fenc*g;
+ n.z = 1-f/2;
+ return n;
+}
+
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).r;
@@ -79,7 +90,7 @@ void main()
}
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
- norm = (norm.xyz-0.5)*2.0; // unpack norm
+ norm = decode_normal(norm.xy); // unpack norm
norm = normalize(norm);
vec4 spec = texture2DRect(specularRect, frag.xy);
vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 09d23db096..9746218ea6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -67,6 +67,17 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
+vec3 decode_normal (vec2 enc)
+{
+ vec2 fenc = enc*4-2;
+ float f = dot(fenc,fenc);
+ float g = sqrt(1-f/4);
+ vec3 n;
+ n.xy = fenc*g;
+ n.z = 1-f/2;
+ return n;
+}
+
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
@@ -143,7 +154,7 @@ void main()
}
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
- norm = norm = (norm.xyz-0.5)*2.0;
+ norm = decode_normal(norm.xy);
norm = normalize(norm);
float l_dist = -dot(lv, proj_n);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index e99329bbf2..27863b0095 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -54,6 +54,17 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
uniform vec4 viewport;
+vec3 decode_normal (vec2 enc)
+{
+ vec2 fenc = enc*4-2;
+ float f = dot(fenc,fenc);
+ float g = sqrt(1-f/4);
+ vec3 n;
+ n.xy = fenc*g;
+ n.z = 1-f/2;
+ return n;
+}
+
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).r;
@@ -84,7 +95,7 @@ void main()
}
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
- norm = (norm.xyz-0.5)*2.0; // unpack norm
+ norm = decode_normal(norm.xy); // unpack norm
float da = dot(norm, lv);
if (da < 0.0)
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
index faa54a316e..20a756530a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
@@ -61,6 +61,6 @@ void main()
/// Gamma correct for WL (soft clip effect).
frag_data[0] = vec4(scaleSoftClip(color.rgb), 1.0);
frag_data[1] = vec4(0.0,0.0,0.0,0.0);
- frag_data[2] = vec4(0,0,1,0);
+ frag_data[2] = vec4(0.5,0.5,0.5,0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 437a06320e..5f88cca30b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -77,6 +77,17 @@ vec3 vary_AtmosAttenuation;
uniform mat4 inv_proj;
uniform vec2 screen_res;
+vec3 decode_normal (vec2 enc)
+{
+ vec2 fenc = enc*4-2;
+ float f = dot(fenc,fenc);
+ float g = sqrt(1-f/4);
+ vec3 n;
+ n.xy = fenc*g;
+ n.z = 1-f/2;
+ return n;
+}
+
vec4 getPosition_d(vec2 pos_screen, float depth)
{
vec2 sc = pos_screen.xy*2.0;
@@ -276,7 +287,8 @@ void main()
float depth = texture2DRect(depthMap, tc.xy).r;
vec3 pos = getPosition_d(tc, depth).xyz;
vec4 norm = texture2DRect(normalMap, tc);
- norm.xyz = (norm.xyz-0.5)*2.0; // unpack norm
+ float envIntensity = norm.z;
+ norm.xyz = decode_normal(norm.xy); // unpack norm
float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
@@ -312,7 +324,7 @@ void main()
//add environmentmap
vec3 env_vec = env_mat * refnormpersp;
col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,
- max(norm.a-diffuse.a*2.0, 0.0));
+ max(envIntensity-diffuse.a*2.0, 0.0));
}
col = atmosLighting(col);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index 2f18e1a13d..d7f0ab6d8e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -70,6 +70,17 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
+vec3 decode_normal (vec2 enc)
+{
+ vec2 fenc = enc*4-2;
+ float f = dot(fenc,fenc);
+ float g = sqrt(1-f/4);
+ vec3 n;
+ n.xy = fenc*g;
+ n.z = 1-f/2;
+ return n;
+}
+
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
@@ -146,7 +157,7 @@ void main()
}
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
- norm = vec3((norm.xy-0.5)*2.0, norm.z);
+ norm = decode_normal(norm.xy);
norm = normalize(norm);
float l_dist = -dot(lv, proj_n);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
index bac74cbbef..1470239a71 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
@@ -49,6 +49,17 @@ VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
+vec3 decode_normal (vec2 enc)
+{
+ vec2 fenc = enc*4-2;
+ float f = dot(fenc,fenc);
+ float g = sqrt(1-f/4);
+ vec3 n;
+ n.xy = fenc*g;
+ n.z = 1-f/2;
+ return n;
+}
+
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).r;
@@ -123,7 +134,7 @@ void main()
vec4 pos = getPosition(pos_screen);
vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
- norm = (norm.xyz-0.5)*2.0; // unpack norm
+ norm = decode_normal(norm.xy);
frag_color[0] = 1.0;
frag_color[1] = calcAmbientOcclusion(pos, norm);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
index daf1cc7ea2..52a429465f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
@@ -39,6 +39,12 @@ VARYING vec3 vary_normal;
VARYING vec4 vary_texcoord0;
VARYING vec4 vary_texcoord1;
+vec2 encode_normal(vec3 n)
+{
+ float f = sqrt(8 * n.z + 8);
+ return n.xy / f + 0.5;
+}
+
void main()
{
/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
@@ -56,6 +62,6 @@ void main()
frag_data[0] = vec4(outColor.rgb, 0.0);
frag_data[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(nvn.xyz * 0.5 + 0.5, 0.0);
+ frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 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 da253846ef..808750496f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
@@ -37,6 +37,12 @@ VARYING vec2 vary_texcoord0;
uniform float minimum_alpha;
+vec2 encode_normal(vec3 n)
+{
+ float f = sqrt(8 * n.z + 8);
+ return n.xy / f + 0.5;
+}
+
void main()
{
vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
@@ -48,5 +54,5 @@ void main()
frag_data[0] = vec4(vertex_color.rgb*col.rgb, 0.0);
frag_data[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(nvn.xyz * 0.5 + 0.5, 0.0);
+ frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index d237ec6236..b3ab8fd510 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -68,6 +68,17 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
+vec3 decode_normal (vec2 enc)
+{
+ vec2 fenc = enc*4-2;
+ float f = dot(fenc,fenc);
+ float g = sqrt(1-f/4);
+ vec3 n;
+ n.xy = fenc*g;
+ n.z = 1-f/2;
+ return n;
+}
+
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
@@ -155,7 +166,7 @@ void main()
}
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
- norm = (norm.xyz-0.5)*2.0; // unpack norm
+ norm = decode_normal(norm.xy);
norm = normalize(norm);
float l_dist = -dot(lv, proj_n);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index eafb7d9c75..de9b2cd0d1 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -79,6 +79,17 @@ vec3 vary_AmblitColor;
vec3 vary_AdditiveColor;
vec3 vary_AtmosAttenuation;
+vec3 decode_normal (vec2 enc)
+{
+ vec2 fenc = enc*4-2;
+ float f = dot(fenc,fenc);
+ float g = sqrt(1-f/4);
+ vec3 n;
+ n.xy = fenc*g;
+ n.z = 1-f/2;
+ return n;
+}
+
vec4 getPosition_d(vec2 pos_screen, float depth)
{
vec2 sc = pos_screen.xy*2.0;
@@ -279,8 +290,8 @@ void main()
float depth = texture2DRect(depthMap, tc.xy).r;
vec3 pos = getPosition_d(tc, depth).xyz;
vec4 norm = texture2DRect(normalMap, tc);
- norm.xyz = (norm.xyz-0.5)*2.0; // unpack norm
-
+ float envIntensity = norm.z;
+ norm.xyz = decode_normal(norm.xy);
float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
da = pow(da, 0.7);
@@ -320,7 +331,7 @@ void main()
//add environmentmap
vec3 env_vec = env_mat * refnormpersp;
col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,
- max(norm.a-diffuse.a*2.0, 0.0));
+ max(envIntensity-diffuse.a*2.0, 0.0));
}
col = atmosLighting(col);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index af8089ce67..43fc5dbc5e 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -69,6 +69,17 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
+vec3 decode_normal (vec2 enc)
+{
+ vec2 fenc = enc*4-2;
+ float f = dot(fenc,fenc);
+ float g = sqrt(1-f/4);
+ vec3 n;
+ n.xy = fenc*g;
+ n.z = 1-f/2;
+ return n;
+}
+
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
@@ -156,7 +167,7 @@ void main()
}
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
- norm = (norm.xyz-0.5)*2.0; // unpack norm
+ norm = decode_normal(norm.xy);
norm = normalize(norm);
float l_dist = -dot(lv, proj_n);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 147fb4562e..1e835ae49e 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -65,6 +65,17 @@ uniform float shadow_offset;
uniform float spot_shadow_bias;
uniform float spot_shadow_offset;
+vec3 decode_normal (vec2 enc)
+{
+ vec2 fenc = enc*4-2;
+ float f = dot(fenc,fenc);
+ float g = sqrt(1-f/4);
+ vec3 n;
+ n.xy = fenc*g;
+ n.z = 1-f/2;
+ return n;
+}
+
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).r;
@@ -126,7 +137,7 @@ void main()
vec4 pos = getPosition(pos_screen);
vec4 nmap4 = texture2DRect(normalMap, pos_screen);
- nmap4 = vec4((nmap4.xyz-0.5)*2.0,nmap4.w); // unpack norm
+ nmap4 = vec4(decode_normal(nmap4.xy),nmap4.w); // unpack norm
float displace = nmap4.w;
vec3 norm = nmap4.xyz;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 907b96ffe4..a995e9cba1 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -66,6 +66,17 @@ uniform float shadow_offset;
uniform float spot_shadow_bias;
uniform float spot_shadow_offset;
+vec3 decode_normal (vec2 enc)
+{
+ vec2 fenc = enc*4-2;
+ float f = dot(fenc,fenc);
+ float g = sqrt(1-f/4);
+ vec3 n;
+ n.xy = fenc*g;
+ n.z = 1-f/2;
+ return n;
+}
+
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).r;
@@ -187,7 +198,7 @@ void main()
vec4 pos = getPosition(pos_screen);
vec4 nmap4 = texture2DRect(normalMap, pos_screen);
- nmap4 = vec4((nmap4.xyz-0.5)*2.0,nmap4.w); // unpack norm
+ nmap4 = vec4(decode_normal(nmap4.xy),nmap4.w); // unpack norm
float displace = nmap4.w;
vec3 norm = nmap4.xyz;
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index f664e06dd5..b9b4ec9198 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -399,7 +399,7 @@ void validate_framebuffer_object();
bool addDeferredAttachments(LLRenderTarget& target)
{
return target.addColorAttachment(GL_RGBA) && //specular
- target.addColorAttachment(GL_RGBA); //normal+z
+ target.addColorAttachment(GL_RGB10_A2); //normal+z
}
LLPipeline::LLPipeline() :