diff options
4 files changed, 77 insertions, 33 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl index 4261f943fb..5addbbb176 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl @@ -12,7 +12,6 @@ mat4 getObjectSkinnedTransform();  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 +22,36 @@ varying vec3 vary_position;  varying vec3 vary_ambient;  varying vec3 vary_directional;  varying vec3 vary_normal; -varying vec3 vary_light;  varying vec3 vary_fragcoord; +varying vec3 vary_pointlight_col;  uniform float near_clip; +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()  {  	gl_TexCoord[0] = gl_MultiTexCoord0; @@ -53,20 +77,20 @@ void main()  	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.)); -	 -	vary_light = gl_LightSource[0].position.xyz; +	col.rgb = atmosAmbient(vec3(0.));  	vary_ambient = col.rgb*gl_Color.rgb;  	vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 88ca60318b..6dfc1b952c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -28,7 +28,6 @@ varying vec3 vary_ambient;  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; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl index 1da3d95069..d227346163 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.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);  mat4 getObjectSkinnedTransform();  vec3 atmosAmbient(vec3 light);  vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -22,12 +21,37 @@ varying vec3 vary_ambient;  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()  {  	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; @@ -55,21 +79,21 @@ 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.)); -	 -	vary_light = gl_LightSource[0].position.xyz; -	 +	col.rgb = atmosAmbient(vec3(0.)); +		  	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))); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index ea09d5bb09..86f014df35 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -21,7 +21,6 @@ varying vec3 vary_ambient;  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; @@ -86,8 +85,6 @@ void main()  	// Add windlight lights  	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))); | 
