diff options
6 files changed, 121 insertions, 135 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 17ac5a276d..ac8393edf8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -35,7 +35,7 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -#if INDEX_MODE != INDEXED +#if (INDEX_MODE != INDEXED) uniform sampler2D diffuseMap; #endif @@ -52,7 +52,7 @@ VARYING vec3 vary_pointlight_col; VARYING vec2 vary_texcoord0; VARYING vec3 vary_norm; -#if INDEX_MODE != NON_INDEXED_NO_COLOR +#if (INDEX_MODE != NON_INDEXED_NO_COLOR) VARYING vec4 vertex_color; #endif @@ -104,20 +104,20 @@ void main() vec4 pos = vec4(vary_position, 1.0); -#if INDEX_MODE == INDEXED - vec4 diff= diffuseLookup(vary_texcoord0.xy); +#if (INDEX_MODE == INDEXED) + vec4 diff = diffuseLookup(vary_texcoord0.xy); #else vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); #endif diff.rgb = pow(diff.rgb, vec3(2.2)); -#if INDEX_MODE == NON_INDEXED_NO_COLOR +#if (INDEX_MODE == NON_INDEXED_NO_COLOR) float vertex_color_alpha = 1.0; #else float vertex_color_alpha = vertex_color.a; #endif vec3 normal = vary_norm; - + vec3 l = light_position[0].xyz; vec3 dlight = calcDirectionalLight(normal, l); dlight = dlight * vary_directional.rgb * vary_pointlight_col; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index a4b4cd51e3..141a817991 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -34,11 +34,11 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -#if INDEX_MODE == INDEXED +#if (INDEX_MODE == INDEXED) void passTextureIndex(); #endif ATTRIBUTE vec3 normal; -#if INDEX_MODE != NON_INDEXED_NO_COLOR +#if (INDEX_MODE != NON_INDEXED_NO_COLOR) ATTRIBUTE vec4 diffuse_color; #endif ATTRIBUTE vec2 texcoord0; @@ -132,7 +132,9 @@ void main() norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz); vec4 frag_pos = projection_matrix * pos; gl_Position = frag_pos; -#elif IS_AVATAR_SKIN +#else + +#if IS_AVATAR_SKIN mat4 trans = getSkinnedTransform(); vec4 pos_in = vec4(position.xyz, 1.0); pos.x = dot(trans[0], pos_in); @@ -153,8 +155,10 @@ void main() pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); #endif - -#if INDEX_MODE == INDEXED + +#endif + +#if (INDEX_MODE == INDEXED) passTextureIndex(); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; #else @@ -166,7 +170,7 @@ void main() calcAtmospherics(pos.xyz); -#if INDEX_MODE == NON_INDEXED_NO_COLOR +#if (INDEX_MODE == NON_INDEXED_NO_COLOR) vec4 diffuse_color = vec4(1,1,1,1); #endif //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); @@ -184,17 +188,21 @@ void main() vary_directional.rgb = atmosAffectDirectionalLight(1.0f); col.rgb = col.rgb*diffuse_color.rgb; -#if INDEX_MODE != NON_INDEXED_NO_COLOR +#if (INDEX_MODE != NON_INDEXED_NO_COLOR) vertex_color = col; #endif #if HAS_SKIN vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); -#elif IS_AVATAR_SKIN +#else + +#if IS_AVATAR_SKIN vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); #else pos = modelview_projection_matrix * vert; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); #endif +#endif + } diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 5e75cc3ce6..43848761b3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -29,7 +29,8 @@ #define DIFFUSE_ALPHA_MODE_EMISSIVE 3 -#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else @@ -349,39 +350,44 @@ vec3 atmosGetDiffuseSunlightColor() vec3 scaleDownLight(vec3 light) { - return (light / scene_light_strength ); + return (light / vec3(scene_light_strength, scene_light_strength, scene_light_strength)); } vec3 scaleUpLight(vec3 light) { - return (light * scene_light_strength); + return (light * vec3(scene_light_strength, scene_light_strength, scene_light_strength)); } vec3 atmosAmbient(vec3 light) { - return getAmblitColor() + light / 2.0; + return getAmblitColor() + (light * vec3(0.5f, 0.5f, 0.5f)); } vec3 atmosAffectDirectionalLight(float lightIntensity) { - return getSunlitColor() * lightIntensity; + return getSunlitColor() * vec3(lightIntensity, lightIntensity, lightIntensity); } vec3 scaleSoftClip(vec3 light) { //soft clip effect: - light = 1. - clamp(light, vec3(0.), vec3(1.)); - light = 1. - pow(light, gamma.xxx); + vec3 zeroes = vec3(0.0f, 0.0f, 0.0f); + vec3 ones = vec3(1.0f, 1.0f, 1.0f); + + light = ones - clamp(light, zeroes, ones); + light = ones - pow(light, gamma.xxx); return light; } #else + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; #else #define frag_data gl_FragData #endif + #endif uniform sampler2D diffuseMap; @@ -399,7 +405,7 @@ VARYING vec2 vary_texcoord2; uniform float env_intensity; uniform vec4 specular_color; -#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) uniform float minimum_alpha; #endif @@ -426,14 +432,14 @@ void main() vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy); diffcol.rgb *= vertex_color.rgb; -#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) if (diffcol.a < minimum_alpha) { discard; } #endif -#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) diffcol.rgb = pow(diffcol.rgb, vec3(2.2)); #endif @@ -456,9 +462,12 @@ void main() vec3 tnorm = vary_normal; #endif + norm.xyz = tnorm; + norm.xyz = normalize(norm.xyz); + vec4 final_color = diffcol; -#if DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE +#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE) final_color.a = 0; #endif @@ -475,9 +484,8 @@ void main() #endif -#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND - { - //forward rendering, output just lit RGBA +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + //forward rendering, output just lit RGBA vec3 pos = vary_position; #if HAS_SUN_SHADOW @@ -549,110 +557,65 @@ void main() float shadow = 1.0; #endif - vec4 diffuse = final_color; - vec3 norm = normalize(tnorm); - vec4 spec = final_specular; - float envIntensity = final_normal.z; + spec = final_specular; + vec4 diffuse = final_color; + float envIntensity = final_normal.z; - vec3 col; - float bloom = 0.0; - { - calcAtmospherics(pos.xyz, 1.0); + vec3 col = vec3(0.0f,0.0f,0.0f); + + float bloom = 0.0; + calcAtmospherics(pos.xyz, 1.0); - float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - da = pow(da, 0.7); + float da =dot(norm.xyz, sun_dir.xyz); + float final_da = pow(da, 0.7f); + final_da = min(final_da, shadow); + final_da = max(final_da, diffuse.a); + final_da = max(final_da, 0.0f); - col = atmosAmbient(vec3(0)); - col += atmosAffectDirectionalLight(max(min(da, shadow), diffuse.a)); - - col *= diffuse.rgb; + col.rgb = atmosAmbient(col); + col.rgb = col.rgb + atmosAffectDirectionalLight(final_da); + col.rgb *= diffuse.rgb; - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - if (spec.a > 0.0) // specular reflection - { - // the old infinite-sky shiny reflection - // + if (spec.a > 0.0) // specular reflection + { + // the old infinite-sky shiny reflection + // - float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = vary_SunlitColor*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r); + float sa = dot(refnormpersp, sun_dir.xyz); + vec3 dumbshiny = vary_SunlitColor*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r); - // add the two types of shiny together - vec3 spec_contrib = dumbshiny * spec.rgb; - bloom = dot(spec_contrib, spec_contrib) / 6; - col += spec_contrib; - } - - if (envIntensity > 0.0) - { - //add environmentmap - vec3 env_vec = env_mat * refnormpersp; - col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb, - max(envIntensity-diffuse.a*2.0, 0.0)); - } - - col = atmosLighting(col); - col = scaleSoftClip(col); - - //col = mix(col.rgb, diffuse.rgb, diffuse.a); - } - - vec3 light_col = vec3(0,0,0); - - vec3 npos = normalize(-pos.xyz); + // add the two types of shiny together + vec3 spec_contrib = dumbshiny * spec.rgb; + bloom = dot(spec_contrib, spec_contrib) / 6; + col += spec_contrib; + } - - /*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) - - */ - - /* -#ifdef MAC_GEFORCE_HACK - #define LIGHT_LOOP(i) \ - light_col += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); - - LIGHT_LOOP(1) - LIGHT_LOOP(2) - LIGHT_LOOP(3) - LIGHT_LOOP(4) - LIGHT_LOOP(5) - LIGHT_LOOP(6) - LIGHT_LOOP(7) -#else*/ - for (int i = 2; i < 8; i++) + if (envIntensity > 0.0) { - light_col += calcPointLightOrSpotLight( - light_diffuse[i].rgb, - npos, - diffuse.rgb, - final_specular, - pos.xyz, - norm, - light_position[i], - light_direction[i], - light_attenuation[i].x, - light_attenuation[i].y, - light_attenuation[i].z); + //add environmentmap + vec3 env_vec = env_mat * refnormpersp; + col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb, + max(envIntensity-diffuse.a*2.0, 0.0)); } -//#endif + + col = atmosLighting(col); + col = scaleSoftClip(col); - col += light_col; - frag_color.rgb = col; + vec3 npos = normalize(-pos.xyz); - } + #define LIGHT_LOOP(i) \ + frag_color.rgb = frag_color.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); + LIGHT_LOOP(1) + LIGHT_LOOP(2) + LIGHT_LOOP(3) + LIGHT_LOOP(4) + LIGHT_LOOP(5) + LIGHT_LOOP(6) + LIGHT_LOOP(7) frag_color.a = diffcol.a*vertex_color.a; @@ -661,4 +624,5 @@ void main() frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent. frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity. #endif + } diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl index f578795abe..0638dcfa55 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl @@ -37,7 +37,8 @@ uniform mat3 normal_matrix; uniform mat4 modelview_projection_matrix; #endif -#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + #if !HAS_SKIN uniform mat4 modelview_matrix; #endif @@ -84,7 +85,7 @@ void main() vec3 pos = (mat*vec4(position.xyz,1.0)).xyz; -#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) vary_position = pos; #endif @@ -134,7 +135,7 @@ vary_normal = n; vertex_color = diffuse_color; -#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) #if !HAS_SKIN vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz; #endif diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 59950a88ef..e72f9449f1 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -40,7 +40,7 @@ uniform sampler2DShadow shadowMap1; uniform sampler2DShadow shadowMap2; uniform sampler2DShadow shadowMap3; -#if INDEX_MODE != INDEXED +#if (INDEX_MODE != INDEXED) uniform sampler2D diffuseMap; #endif @@ -58,7 +58,7 @@ VARYING vec3 vary_pointlight_col; VARYING vec2 vary_texcoord0; VARYING vec3 vary_norm; -#if INDEX_MODE != NON_INDEXED_NO_COLOR +#if (INDEX_MODE != NON_INDEXED_NO_COLOR) VARYING vec4 vertex_color; #endif @@ -198,13 +198,13 @@ void main() } vec4 diff; -#if INDEX_MODE == INDEXED +#if (INDEX_MODE == INDEXED) diff = diffuseLookup(vary_texcoord0.xy); #else diff = texture2D(diffuseMap,vary_texcoord0.xy); #endif diff.rgb = pow(diff.rgb, vec3(2.2)); -#if INDEX_MODE == NON_INDEXED_NO_COLOR +#if (INDEX_MODE == NON_INDEXED_NO_COLOR) float vertex_color_alpha = 1.0; #else float vertex_color_alpha = vertex_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 dc4dd5d5e9..95fd634c12 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -34,21 +34,25 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -#if INDEX_MODE == INDEXED +#if (INDEX_MODE == INDEXED) void passTextureIndex(); #endif ATTRIBUTE vec3 normal; -#if INDEX_MODE != NON_INDEXED_NO_COLOR +#if (INDEX_MODE != NON_INDEXED_NO_COLOR) ATTRIBUTE vec4 diffuse_color; #endif ATTRIBUTE vec2 texcoord0; #if HAS_SKIN mat4 getObjectSkinnedTransform(); -#elif IS_AVATAR_SKIN +#else + +#if IS_AVATAR_SKIN mat4 getSkinnedTransform(); #endif +#endif + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -65,7 +69,7 @@ VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; -#if INDEX_MODE != NON_INDEXED_NO_COLOR +#if (INDEX_MODE != NON_INDEXED_NO_COLOR) VARYING vec4 vertex_color; #endif @@ -134,7 +138,9 @@ void main() norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz); vec4 frag_pos = projection_matrix * pos; gl_Position = frag_pos; -#elif IS_AVATAR_SKIN +#else + +#if IS_AVATAR_SKIN mat4 trans = getSkinnedTransform(); vec4 pos_in = vec4(position.xyz, 1.0); pos.x = dot(trans[0], pos_in); @@ -155,8 +161,10 @@ void main() pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); #endif - -#if INDEX_MODE == INDEXED + +#endif + +#if (INDEX_MODE == INDEXED) passTextureIndex(); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; #else @@ -169,7 +177,7 @@ void main() calcAtmospherics(pos.xyz); -#if INDEX_MODE == NON_INDEXED_NO_COLOR +#if (INDEX_MODE == NON_INDEXED_NO_COLOR) vec4 diffuse_color = vec4(1,1,1,1); #endif @@ -190,16 +198,21 @@ void main() col.rgb = col.rgb*dff; -#if INDEX_MODE != NON_INDEXED_NO_COLOR +#if (INDEX_MODE != NON_INDEXED_NO_COLOR) vertex_color = col; #endif #if HAS_SKIN vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); -#elif IS_AVATAR_SKIN +#else + +#if IS_AVATAR_SKIN vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); #else pos = modelview_projection_matrix * vert; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); #endif + +#endif + } |