diff options
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl | 31 | 
1 files changed, 30 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index ad3a93128d..8ebf09e7da 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -34,6 +34,7 @@ uniform vec3 proj_p; //plane projection is emitting from (in screen space)  uniform float proj_focus; // distance from plane to begin blurring  uniform float proj_lod  ; // (number of mips in proj map)  uniform float proj_range; // range between near clip and far clip plane of projection +uniform float proj_ambiance;  // light params  uniform vec3 color; // light_color @@ -146,6 +147,18 @@ float getDepth(vec2 pos_screen)      return depth;  } +vec4 getTexture2DLodAmbient(vec2 tc, float lod) +{ +    vec4 ret = texture2DLod(projectionMap, tc, lod); +    ret.rgb = srgb_to_linear(ret.rgb); + +    vec2 dist = tc-vec2(0.5); +    float d = dot(dist,dist); +    ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); + +    return ret; +} +  vec4 getTexture2DLodDiffuse(vec2 tc, float lod)  {      vec4 ret = texture2DLod(projectionMap, tc, lod); @@ -160,8 +173,24 @@ vec4 getTexture2DLodDiffuse(vec2 tc, float lod)      return ret;  } -// Returns projected light in Linear +// lit     This is set by the caller: if (nl > 0.0) { lit = attenuation * nl * noise; }  // Uses: +//   color   Projected spotlight color +vec3 getProjectedLightAmbiance(float amb_da, float attenuation, float lit, float nl, float noise, vec2 projected_uv) +{ +    vec4 amb_plcol = getTexture2DLodAmbient(projected_uv, proj_lod); +    vec3 amb_rgb   = amb_plcol.rgb * amb_plcol.a; + +    amb_da += proj_ambiance; +    amb_da += (nl*nl*0.5+0.5) * proj_ambiance; +    amb_da *= attenuation * noise; +    amb_da = min(amb_da, 1.0-lit); + +    return (amb_da * color.rgb * amb_rgb); +} + +// Returns projected light in Linear +// Uses global spotlight color:  //  color  // NOTE: projected.a will be pre-multiplied with projected.rgb  vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv)  | 
