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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl9
-rw-r--r--indra/newview/llviewershadermgr.cpp2
6 files changed, 25 insertions, 26 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index ca82dd9432..ab7f779a39 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -83,7 +83,7 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
#endif
-vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance ,float shadow)
+vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance)
{
//get light vector
vec3 lv = lp.xyz-v;
@@ -115,15 +115,19 @@ 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);
- col = lit * light_col * diffuse * shadow;
+ col = lit * light_col * diffuse;
float amb_da = ambiance;
- amb_da += (da*0.5+0.5) * (1.0 - shadow) * ambiance;
- amb_da += (da*da*0.5 + 0.5) * (1.0 - shadow) * ambiance;
+ if (da > 0)
+ {
+ amb_da += (da*0.5+0.5) * ambiance;
+ }
+ amb_da += (da*da*0.5 + 0.5) * ambiance;
amb_da *= dist_atten;
amb_da = min(amb_da, 1.0f - lit);
col.rgb += amb_da * 0.5 * light_col * diffuse;
+
// no spec for alpha shader...
}
col = max(col, vec3(0));
@@ -185,6 +189,7 @@ void main()
vec3 atten;
calcAtmosphericVars(pos.xyz, 1.0, sunlit, amblit, additive, atten);
+ sunlit *= 0.5;
vec2 abnormal = encode_normal(norm.xyz);
@@ -228,9 +233,9 @@ vec3 post_diffuse = color.rgb;
vec4 light = vec4(0,0,0,0);
-vec3 prelight_linearish_maybe = color.rgb;
+vec3 prelight_linearish_maybe = srgb_to_linear(color.rgb);
- #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w * 0.5, 1.0);
+ #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w * 0.5);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 9b07c11361..d14e67fc73 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -83,7 +83,7 @@ uniform vec3 light_direction[8];
uniform vec4 light_attenuation[8];
uniform vec3 light_diffuse[8];
-vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance, float shadow)
+vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance)
{
//get light vector
vec3 lv = lp.xyz-v;
@@ -109,17 +109,16 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
da = dot(n, lv);
da = clamp(da, 0.0, 1.0);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
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;
if (da > 0)
@@ -148,7 +147,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
- speccol = max(speccol, vec3(0));
+ speccol = clamp(speccol, vec3(0), vec3(1));
col += speccol;
float cur_glare = max(speccol.r, speccol.g);
@@ -372,9 +371,9 @@ vec3 post_spec = col.rgb;
vec3 light = vec3(0,0,0);
- vec3 prelight_linearish_maybe = col.rgb;
+ vec3 prelight_linearish_maybe = srgb_to_linear(col.rgb);
- #define LIGHT_LOOP(i) light.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_attenuation[i].w * 0.5, 1.0);
+ #define LIGHT_LOOP(i) light.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_attenuation[i].w * 0.5);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
index 642aff6c41..0a714f0013 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -49,7 +49,7 @@ uniform int sun_up_factor;
float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)
{
stc.xyz /= stc.w;
- stc.z += shadow_bias * bias_mul * 2.0;
+ stc.z += shadow_bias * bias_mul * 16.0;
stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs * 4.0;
@@ -57,7 +57,7 @@ float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul,
shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
- return shadow * 0.125;
+ return clamp(shadow * 0.125, 0.0, 1.0);
}
float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen)
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index ff30004ffd..476a1216d3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -151,8 +151,8 @@ vec3 post_diffuse = col.rgb;
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
vec3 speccol = sun_contrib*scol*spec.rgb;
- speccol = max(speccol, vec3(0));
- bloom = dot (speccol, speccol) / 2;
+ speccol = clamp(speccol, vec3(0), vec3(1));
+ bloom = dot(speccol, speccol) / 2;
col += speccol;
}
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index d87b2560ce..6bebb79f31 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -68,7 +68,6 @@ uniform vec2 screen_res;
vec3 getNorm(vec2 pos_screen);
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
-vec3 fullbrightScaleSoftClipFrag(vec3 l, vec3 add, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
@@ -80,8 +79,6 @@ vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
vec4 getPosition(vec2 pos_screen);
-vec3 nothing();
-
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
@@ -132,7 +129,7 @@ void main()
ambient = max(0.66, ambient);
ambient = 1.0 - ambient;
- vec3 sun_contrib = min(scol, final_da) * sunlit;
+ vec3 sun_contrib = scol * final_da * sunlit;
col.rgb = amblit;
col.rgb *= ambient;
@@ -168,7 +165,7 @@ vec3 post_diffuse = col.rgb;
{
float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
vec3 speccol = sun_contrib*scontrib*spec.rgb;
- speccol = max(speccol, vec3(0));
+ speccol = clamp(speccol, vec3(0), vec3(1));
bloom += dot (speccol, speccol) / 2;
col += speccol;
}
@@ -185,8 +182,6 @@ vec3 post_diffuse = col.rgb;
if (norm.w < 1)
{
- //col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a);
- //col = mix(scaleSoftClipFrag(col), fullbrightScaleSoftClipFrag(col, additive, atten), diffuse.a);
col = atmosFragLighting(col, additive, atten);
col = scaleSoftClipFrag(col);
}
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 1b1759aeaf..ebfdc38d50 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -1009,7 +1009,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightWaterAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightWaterF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightWaterAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightShinyF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyWaterF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterF.glsl", mShaderLevel[SHADER_LIGHTING] ) );