diff options
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 428 |
1 files changed, 217 insertions, 211 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 1be1595a47..10a9e3a5b4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -47,142 +47,142 @@ vec3 linear_to_srgb(vec3 cs); #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif + #ifdef DEFINE_GL_FRAGCOLOR + out vec4 frag_color; + #else + #define frag_color gl_FragColor + #endif -#ifdef HAS_SUN_SHADOW -float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); -#endif + #ifdef HAS_SUN_SHADOW + float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); + #endif -uniform samplerCube environmentMap; -uniform sampler2D lightFunc; + uniform samplerCube environmentMap; + uniform sampler2D lightFunc; -// Inputs -uniform vec4 morphFactor; -uniform vec3 camPosLocal; -uniform mat3 env_mat; + // Inputs + uniform vec4 morphFactor; + uniform vec3 camPosLocal; + uniform mat3 env_mat; -uniform vec3 sun_dir; -uniform vec3 moon_dir; -VARYING vec2 vary_fragcoord; + uniform vec3 sun_dir; + uniform vec3 moon_dir; + VARYING vec2 vary_fragcoord; -VARYING vec3 vary_position; + VARYING vec3 vary_position; -uniform mat4 proj_mat; -uniform mat4 inv_proj; -uniform vec2 screen_res; + uniform mat4 proj_mat; + uniform mat4 inv_proj; + uniform vec2 screen_res; -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec4 light_attenuation[8]; -uniform vec3 light_diffuse[8]; + uniform vec4 light_position[8]; + uniform vec3 light_direction[8]; + uniform vec4 light_attenuation[8]; + uniform vec3 light_diffuse[8]; -float getAmbientClamp(); + float getAmbientClamp(); -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) -{ - vec3 col = vec3(0); + 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) + { + vec3 col = vec3(0); - //get light vector - vec3 lv = lp.xyz-v; + //get light vector + vec3 lv = lp.xyz-v; - //get distance - float dist = length(lv); - float da = 1.0; + //get distance + float dist = length(lv); + float da = 1.0; - dist /= la; + dist /= la; - /* clip to projector bounds - vec4 proj_tc = proj_mat * lp; + /* clip to projector bounds + vec4 proj_tc = proj_mat * lp; - if (proj_tc.z < 0 - || proj_tc.z > 1 - || proj_tc.x < 0 - || proj_tc.x > 1 - || proj_tc.y < 0 - || proj_tc.y > 1) - { - return col; - }*/ + if (proj_tc.z < 0 + || proj_tc.z > 1 + || proj_tc.x < 0 + || proj_tc.x > 1 + || proj_tc.y < 0 + || proj_tc.y > 1) + { + return col; + }*/ - if (dist > 0.0 && la > 0.0) - { - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0f; - - if (dist_atten <= 0.0) - { - return col; - } - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - //angular attenuation - da *= dot(n, lv); - - float lit = 0.0f; - - float amb_da = ambiance; - if (da >= 0) - { - lit = max(da * dist_atten,0.0); - col = lit * light_col * diffuse; - 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); - - // SL-10969 need to see why these are blown out - //col.rgb += amb_da * light_col * diffuse; - - if (spec.a > 0.0) + if (dist > 0.0 && la > 0.0) { - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv+npos); - float nh = dot(n, h); - float nv = dot(n, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; + //normalize light vector + lv = normalize(lv); + + //distance attenuation + float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0f; + + if (dist_atten <= 0.0) + { + return col; + } - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - - if (nh > 0.0) + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + + //angular attenuation + da *= dot(n, lv); + + float lit = 0.0f; + + float amb_da = ambiance; + if (da >= 0) { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - vec3 speccol = lit*scol*light_col.rgb*spec.rgb; - speccol = clamp(speccol, vec3(0), vec3(1)); - col += speccol; - - float cur_glare = max(speccol.r, speccol.g); - cur_glare = max(cur_glare, speccol.b); - glare = max(glare, speccol.r); - glare += max(cur_glare, 0.0); + lit = max(da * dist_atten,0.0); + col = lit * light_col * diffuse; + 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); + + // SL-10969 need to see why these are blown out + //col.rgb += amb_da * light_col * diffuse; + + if (spec.a > 0.0) + { + //vec3 ref = dot(pos+lv, norm); + vec3 h = normalize(lv+npos); + float nh = dot(n, h); + float nv = dot(n, npos); + float vh = dot(npos, h); + float sa = nh; + float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; + + float gtdenom = 2 * nh; + float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); + + if (nh > 0.0) + { + float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); + vec3 speccol = lit*scol*light_col.rgb*spec.rgb; + speccol = clamp(speccol, vec3(0), vec3(1)); + col += speccol; + + float cur_glare = max(speccol.r, speccol.g); + cur_glare = max(cur_glare, speccol.b); + glare = max(glare, speccol.r); + glare += max(cur_glare, 0.0); + } } } - } - return max(col, vec3(0.0,0.0,0.0)); -} + return max(col, vec3(0.0,0.0,0.0)); + } -#else -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif + #else + #ifdef DEFINE_GL_FRAGCOLOR + out vec4 frag_data[3]; + #else + #define frag_data gl_FragData + #endif #endif uniform sampler2D diffuseMap; @@ -218,7 +218,7 @@ VARYING vec2 vary_texcoord0; vec2 encode_normal(vec3 n); -void main() +void main() { vec2 pos_screen = vary_texcoord0.xy; @@ -294,6 +294,9 @@ void main() // At midday the brightness is very close. vec4 final_normal = vec4(abnormal, env_intensity, 0.0); + vec3 color = vec3(0.0); + float al = 0.0; + #ifdef HAS_SPECULAR_MAP if( emissive_brightness >= 1.0) { @@ -301,8 +304,9 @@ void main() final_normal = vec4(abnormal, ei, 0.0); } #endif + vec4 final_specular = spec; - + final_specular.a = specular_color.a; #ifdef HAS_SPECULAR_MAP @@ -310,143 +314,143 @@ void main() final_normal.z *= spec.a; #endif + #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - //forward rendering, output just lit RGBA - vec3 pos = vary_position; + { + //forward rendering, output just lit RGBA + vec3 pos = vary_position; - float shadow = 1.0f; + float shadow = 1.0f; #ifdef HAS_SUN_SHADOW - shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen); + shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen); #endif - - spec = final_specular; - float envIntensity = final_normal.z; + spec = final_specular; - vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; + float envIntensity = final_normal.z; - vec3 color = vec3(0.0); + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - float bloom = 0.0; - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; + float bloom = 0.0; + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; - calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false); + calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false); - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - float da = dot(norm.xyz, normalize(light_dir.xyz)); - float final_da = clamp(da, 0.0, 1.0); + float da = dot(norm.xyz, normalize(light_dir.xyz)); + float final_da = clamp(da, 0.0, 1.0); - float ambient = da; - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0 - ambient); + float ambient = da; + ambient *= 0.5; + ambient *= ambient; + ambient = (1.0 - ambient); + + vec3 sun_contrib = min(final_da, shadow) * sunlit; - vec3 sun_contrib = min(final_da, shadow) * sunlit; - #if !defined(AMBIENT_KILL) - color.rgb = amblit; - color.rgb *= ambient; + color.rgb = amblit; + color.rgb *= ambient; #endif vec3 post_ambient = color.rgb; #if !defined(SUNLIGHT_KILL) - color.rgb += sun_contrib; + color.rgb += sun_contrib; #endif vec3 post_sunlight = color.rgb; - color.rgb *= diffuse_srgb.rgb; - + color.rgb *= diffuse_srgb.rgb; + vec3 post_diffuse = color.rgb; - float glare = 0.0; + float glare = 0.0; - if (spec.a > 0.0) // specular reflection - { - vec3 npos = -normalize(pos.xyz); - - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(light_dir.xyz+npos); - float nh = dot(norm.xyz, h); - float nv = dot(norm.xyz, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - - if (nh > 0.0) - { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - vec3 sp = sun_contrib*scol / 16.0f; - sp = clamp(sp, vec3(0), vec3(1)); - bloom = dot(sp, sp) / 6.0; -#if !defined(SUNLIGHT_KILL) - color += sp * spec.rgb; -#endif - } - } + if (spec.a > 0.0) // specular reflection + { + vec3 npos = -normalize(pos.xyz); -vec3 post_spec = color.rgb; + //vec3 ref = dot(pos+lv, norm); + vec3 h = normalize(light_dir.xyz+npos); + float nh = dot(norm.xyz, h); + float nv = dot(norm.xyz, npos); + float vh = dot(npos, h); + float sa = nh; + float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - if (envIntensity > 0.0) - { - //add environmentmap - vec3 env_vec = env_mat * refnormpersp; - - vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; + float gtdenom = 2 * nh; + float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); -#if !defined(SUNLIGHT_KILL) - color = mix(color.rgb, reflected_color, envIntensity); -#endif - float cur_glare = max(reflected_color.r, reflected_color.g); - cur_glare = max(cur_glare, reflected_color.b); - cur_glare *= envIntensity*4.0; - glare += cur_glare; - } + if (nh > 0.0) + { + float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); + vec3 sp = sun_contrib*scol / 16.0f; + sp = clamp(sp, vec3(0), vec3(1)); + bloom = dot(sp, sp) / 6.0; + #if !defined(SUNLIGHT_KILL) + color += sp * spec.rgb; + #endif + } + } + + vec3 post_spec = color.rgb; + + if (envIntensity > 0.0) + { + //add environmentmap + vec3 env_vec = env_mat * refnormpersp; + + vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; + + #if !defined(SUNLIGHT_KILL) + color = mix(color.rgb, reflected_color, envIntensity); + #endif + float cur_glare = max(reflected_color.r, reflected_color.g); + cur_glare = max(cur_glare, reflected_color.b); + cur_glare *= envIntensity*4.0; + glare += cur_glare; + } vec3 post_env = color.rgb; - color = atmosFragLighting(color, additive, atten); + color = atmosFragLighting(color, additive, atten); - //convert to linear space before adding local lights - color = srgb_to_linear(color); + //convert to linear space before adding local lights + color = srgb_to_linear(color); vec3 post_atmo = color.rgb; - vec3 npos = normalize(-pos.xyz); - - vec3 light = vec3(0,0,0); + vec3 npos = normalize(-pos.xyz); - #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.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 ); + vec3 light = vec3(0,0,0); - LIGHT_LOOP(1) - LIGHT_LOOP(2) - LIGHT_LOOP(3) - LIGHT_LOOP(4) - LIGHT_LOOP(5) - LIGHT_LOOP(6) - LIGHT_LOOP(7) +#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.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 ); - glare = min(glare, 1.0); - float al = max(diffuse_linear.a,glare)*vertex_color.a; + LIGHT_LOOP(1) + LIGHT_LOOP(2) + LIGHT_LOOP(3) + LIGHT_LOOP(4) + LIGHT_LOOP(5) + LIGHT_LOOP(6) + LIGHT_LOOP(7) + + glare = min(glare, 1.0); + al = max(diffuse_linear.a,glare)*vertex_color.a; #if !defined(LOCAL_LIGHT_KILL) - color.rgb += light.rgb; + color.rgb += light.rgb; #endif - color = scaleSoftClipFrag(color); + color = scaleSoftClipFrag(color); - // (only) post-deferred needs inline gamma correction - color.rgb = linear_to_srgb(color.rgb); + // (only) post-deferred needs inline gamma correction + color.rgb = linear_to_srgb(color.rgb); //color.rgb = amblit; //color.rgb = vec3(ambient); @@ -462,15 +466,17 @@ vec3 post_atmo = color.rgb; //color.rgb = post_atmo; #ifdef WATER_FOG - vec4 temp = applyWaterFogView(pos, vec4(color.rgb, al)); - color.rgb = temp.rgb; - al = temp.a; + vec4 temp = applyWaterFogView(pos, vec4(color.rgb, al)); + color.rgb = temp.rgb; + al = temp.a; #endif + } frag_color.rgb = color.rgb; frag_color.a = al; -#else +#else // if DIFFUSE_ALPHA_MODE_BLEND ... + // deferred path frag_data[0] = final_color; frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent. |