diff options
5 files changed, 104 insertions, 31 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 28a38d4390..3b12a07a27 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -23,6 +23,7 @@ varying vec3 vary_ambient; varying vec3 vary_directional; varying vec3 vary_fragcoord; varying vec3 vary_position; +varying vec3 vary_pointlight_col; uniform mat4 inv_proj; @@ -46,13 +47,17 @@ void main() vec4 pos = vec4(vary_position, 1.0); + vec4 diff= texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a); - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col; + vec4 color = diff * col; color.rgb = atmosLighting(color.rgb); color.rgb = scaleSoftClip(color.rgb); + color.rgb += diff.rgb * vary_pointlight_col.rgb; + gl_FragColor = color; //gl_FragColor = vec4(1,0,1,1); //gl_FragColor = vec4(1,0,1,1)*shadow; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 7ac410da95..525b68c437 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -11,7 +11,6 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -23,11 +22,37 @@ varying vec3 vary_directional; varying vec3 vary_fragcoord; varying vec3 vary_position; varying vec3 vary_light; +varying vec3 vary_pointlight_col; uniform float near_clip; uniform float shadow_offset; uniform float shadow_bias; +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 = length(lv); + + //normalize light vector + lv *= 1.0/d; + + //distance attenuation + float dist2 = d*d/(la*la); + float 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 *= calcDirectionalLight(n, lv); + + return da; +} + void main() { //transform vertex @@ -38,33 +63,35 @@ void main() vec4 pos = (gl_ModelViewMatrix * gl_Vertex); vec3 norm = normalize(gl_NormalMatrix * gl_Normal); - vary_position = pos.xyz; + float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz)); + vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset; calcAtmospherics(pos.xyz); //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); - vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); - // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); - col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); - col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); - col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); - col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); - col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); - col.rgb = scaleDownLight(col.rgb); + // Collect normal lights + col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a); + col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a); + col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a); + col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a); + col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a); + col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a); + vary_pointlight_col = col.rgb*gl_Color.rgb; + + col.rgb = vec3(0,0,0); + // Add windlight lights - col.rgb += atmosAmbient(vec3(0.)); + col.rgb = atmosAmbient(vec3(0.)); vary_light = gl_LightSource[0].position.xyz; vary_ambient = col.rgb*gl_Color.rgb; vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); - col.rgb = min(col.rgb*gl_Color.rgb, 1.0); + col.rgb = col.rgb*gl_Color.rgb; gl_FrontColor = col; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 1dd29bfc70..88ca60318b 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -29,6 +29,7 @@ varying vec3 vary_directional; varying vec3 vary_fragcoord; varying vec3 vary_position; varying vec3 vary_light; +varying vec3 vary_pointlight_col; uniform float shadow_bias; @@ -105,15 +106,20 @@ void main() } } + vec4 diff= texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a); - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col; + vec4 color = diff * col; color.rgb = atmosLighting(color.rgb); color.rgb = scaleSoftClip(color.rgb); + color.rgb += diff.rgb * vary_pointlight_col.rgb; + //gl_FragColor = gl_Color; gl_FragColor = color; + //gl_FragColor.r = 0.0; //gl_FragColor = vec4(1,shadow,1,1); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 92f1cb22d6..ea09d5bb09 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -11,7 +11,6 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -23,11 +22,37 @@ varying vec3 vary_directional; varying vec3 vary_fragcoord; varying vec3 vary_position; varying vec3 vary_light; +varying vec3 vary_pointlight_col; uniform float near_clip; uniform float shadow_offset; uniform float shadow_bias; +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 = length(lv); + + //normalize light vector + lv *= 1.0/d; + + //distance attenuation + float dist2 = d*d/(la*la); + float 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 *= calcDirectionalLight(n, lv); + + return da; +} + void main() { //transform vertex @@ -46,25 +71,27 @@ void main() //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); - // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); - col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); - col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); - col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); - col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); - col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); - col.rgb = scaleDownLight(col.rgb); + // Collect normal lights + col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a); + col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a); + col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a); + col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a); + col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a); + col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a); + vary_pointlight_col = col.rgb*gl_Color.rgb; + + col.rgb = vec3(0,0,0); + // Add windlight lights - col.rgb += atmosAmbient(vec3(0.)); + col.rgb = atmosAmbient(vec3(0.)); vary_light = gl_LightSource[0].position.xyz; vary_ambient = col.rgb*gl_Color.rgb; vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); - col.rgb = min(col.rgb*gl_Color.rgb, 1.0); + col.rgb = col.rgb*gl_Color.rgb; gl_FrontColor = col; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index bd3b5d05f6..21fbe52ccd 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -5019,9 +5019,17 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) light_state->setDiffuse(light_color); light_state->setAmbient(LLColor4::black); light_state->setConstantAttenuation(0.f); - light_state->setLinearAttenuation(linatten); - light_state->setQuadraticAttenuation(0.f); - + if (sRenderDeferred) + { + light_state->setLinearAttenuation(light_radius*1.5f); + light_state->setQuadraticAttenuation(light->getLightFalloff()*0.5f+1.f); + } + else + { + light_state->setLinearAttenuation(linatten); + light_state->setQuadraticAttenuation(0.f); + } + if (light->isLightSpotlight() // directional (spot-)light && (LLPipeline::sRenderDeferred || gSavedSettings.getBOOL("RenderSpotLightsInNondeferred"))) // these are only rendered as GL spotlights if we're in deferred rendering mode *or* the setting forces them on { |