diff options
7 files changed, 31 insertions, 10 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index db42a54e42..338532e71d 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -137,6 +137,7 @@ void main() if (spec.a > 0.0) { + lit = min(da*6.0, 1.0) * dist_atten; //vec3 ref = dot(pos+lv, norm); vec3 h = normalize(lv+npos); float nh = dot(norm, h); diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 97ccc77ca8..79f94fb131 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -78,9 +78,15 @@ vec3 decode_normal (vec2 enc) return n; } +vec4 correctWithGamma(vec4 col) +{ + return vec4(pow(col.rgb, vec3(2.2)), col.a); +} + vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret = correctWithGamma(ret); vec2 dist = tc-vec2(0.5); @@ -96,6 +102,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret = correctWithGamma(ret); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -113,6 +120,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret = correctWithGamma(ret); vec2 dist = tc-vec2(0.5); @@ -185,7 +193,7 @@ void main() vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; vec3 dlit = vec3(0, 0, 0); - + float noise = texture2D(noiseMap, frag.xy/128.0).b; if (proj_tc.z > 0.0 && proj_tc.x < 1.0 && @@ -226,6 +234,8 @@ void main() if (spec.a > 0.0) { + dlit *= min(da*6.0, 1.0) * dist_atten; + vec3 npos = -normalize(pos); //vec3 ref = dot(pos+lv, norm); @@ -238,7 +248,7 @@ void main() 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); diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 36406cbf57..69cdb2ce71 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -119,6 +119,8 @@ void main() vec4 spec = texture2DRect(specularRect, frag.xy); if (spec.a > 0.0) { + lit = min(da*6.0, 1.0) * dist_atten; + vec3 npos = -normalize(pos); vec3 h = normalize(lv+npos); float nh = dot(norm, h); diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 4ce9cd6b40..c918a42c73 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -216,7 +216,7 @@ void main() vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); dlit = color.rgb * plcol.rgb * plcol.a; - + col = dlit*lit*diff_tex; //amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; } @@ -234,6 +234,7 @@ void main() if (spec.a > 0.0) { + dlit *= min(da*6.0, 1.0) * dist_atten; vec3 npos = -normalize(pos); //vec3 ref = dot(pos+lv, norm); diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl index 8494ffba52..3dab224258 100755 --- a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl @@ -50,9 +50,5 @@ void main() calcAtmospherics(pos.xyz); - vertex_color = emissive; - gl_Position = projection_matrix*vec4(pos, 1.0); - - } diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 9ddbb6da6a..a6b0f7e7c1 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -79,10 +79,17 @@ vec3 decode_normal (vec2 enc) return n; } +vec4 correctWithGamma(vec4 col) +{ + return vec4(pow(col.rgb, vec3(2.2)), col.a); +} + + vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - + ret = correctWithGamma(ret); + vec2 dist = tc-vec2(0.5); float det = max(1.0-lod/(proj_lod*0.5), 0.0); @@ -97,7 +104,8 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - + ret = correctWithGamma(ret); + vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); float det = min(lod/(proj_lod*0.5), 1.0); @@ -114,7 +122,8 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - + ret = correctWithGamma(ret); + vec2 dist = tc-vec2(0.5); float d = dot(dist,dist); @@ -243,6 +252,7 @@ void main() if (spec.a > 0.0) { vec3 npos = -normalize(pos); + dlit *= min(da*6.0, 1.0) * dist_atten; //vec3 ref = dot(pos+lv, norm); vec3 h = normalize(lv+npos); diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index aa964fa0a3..91ff1f1e76 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -248,6 +248,7 @@ void main() if (spec.a > 0.0) { + dlit *= min(da*6.0, 1.0) * dist_atten; vec3 npos = -normalize(pos); //vec3 ref = dot(pos+lv, norm); |