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path: root/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl')
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/alphaF.glsl53
1 files changed, 30 insertions, 23 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 0899caa2af..4b428cb904 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -61,6 +61,7 @@ VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
+VARYING vec3 vary_pointlight_col_linear;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_norm;
@@ -82,7 +83,7 @@ vec3 calcDirectionalLight(vec3 n, vec3 l)
return vec3(a,a,a);
}
-vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+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;
@@ -92,16 +93,16 @@ vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float
float da = 0.0;
- if (d > 0.0 && la > 0.0 && fa > 0.0)
+ //if (d > 0.0 && la > 0.0 && fa > 0.0)
{
//normalize light vector
- lv = normalize(lv);
+ lv /= d;
//distance attenuation
- float dist = d/la;
- da = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ float dist = d*la;
+ da = clamp(1.0-(dist+fa-1.0)/fa, 0.0, 1.0);
da *= da;
- da *= 1.4;
+ da *= 2.0;
// spotlight coefficient.
@@ -112,7 +113,7 @@ vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float
da *= max(dot(n, lv), 0.0);
}
- return vec3(da,da,da);
+ return da;
}
#if HAS_SHADOW
@@ -138,6 +139,25 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
void main()
{
+#ifdef USE_INDEXED_TEX
+ vec4 diff = diffuseLookup(vary_texcoord0.xy);
+#else
+ vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
+#endif
+
+#ifdef USE_VERTEX_COLOR
+ float vertex_color_alpha = vertex_color.a;
+#else
+ float vertex_color_alpha = 1.0;
+#endif
+
+ float alpha = vertex_color_alpha*diff.a;
+
+ vec4 gamma_diff = diff;
+
+ diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f));
+
+
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
frag *= screen_res;
@@ -210,21 +230,6 @@ void main()
}
#endif
-#ifdef USE_INDEXED_TEX
- vec4 diff = diffuseLookup(vary_texcoord0.xy);
-#else
- vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
-#endif
- vec4 gamma_diff = diff;
-
- diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f));
-
-#ifdef USE_VERTEX_COLOR
- float vertex_color_alpha = vertex_color.a;
-#else
- float vertex_color_alpha = 1.0;
-#endif
-
vec3 normal = vary_norm;
vec3 l = light_position[0].xyz;
@@ -243,6 +248,7 @@ void main()
color.rgb = scaleSoftClip(color.rgb);
+ //convert to linear space
color.rgb = pow(color.rgb, vec3(2.2));
col = vec4(0,0,0,0);
@@ -257,8 +263,9 @@ void main()
LIGHT_LOOP(6)
LIGHT_LOOP(7)
- color.rgb += diff.rgb * pow(vary_pointlight_col, vec3(2.2)) * col.rgb;
+ color.rgb += diff.rgb * vary_pointlight_col_linear * col.rgb;
+ //convert to gamma space
color.rgb = pow(color.rgb, vec3(1.0/2.2));
frag_color = color;