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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl68
1 files changed, 41 insertions, 27 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index ae579d7f85..ecb1d599de 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -121,7 +121,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
fa += 1.0f;
float dist_atten = (fa > 0) ? clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0) : 1.0f;
dist_atten *= dist_atten;
- dist_atten *= 2.0f;
+ dist_atten *= 2.0;
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
@@ -140,9 +140,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
amb_da *= dist_atten;
amb_da = min(amb_da, 1.0f - lit);
-#ifndef NO_AMBIANCE
col.rgb += amb_da * 0.5 * light_col * diffuse;
-#endif
// no spec for alpha shader...
}
@@ -164,22 +162,26 @@ void main()
shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);
#endif
+#ifdef USE_DIFFUSE_TEX
+ vec4 diffuse_linear = texture2D(diffuseMap,vary_texcoord0.xy);
+#endif
+
#ifdef USE_INDEXED_TEX
- vec4 diff = diffuseLookup(vary_texcoord0.xy);
-#else
- vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
+ vec4 diffuse_linear = diffuseLookup(vary_texcoord0.xy);
#endif
+ vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a);
+
#ifdef FOR_IMPOSTOR
vec4 color;
- color.rgb = diff.rgb;
+ color.rgb = diffuse_srgb.rgb;
color.a = 1.0;
#ifdef USE_VERTEX_COLOR
- float final_alpha = diff.a * vertex_color.a;
- diff.rgb *= vertex_color.rgb;
+ float final_alpha = diffuse_srgb.a * vertex_color.a;
+ diffuse_srgb.rgb *= vertex_color.rgb;
#else
- float final_alpha = diff.a;
+ float final_alpha = diffuse_srgb.a;
#endif
// Insure we don't pollute depth with invis pixels in impostor rendering
@@ -191,16 +193,12 @@ void main()
#else
#ifdef USE_VERTEX_COLOR
- float final_alpha = diff.a * vertex_color.a;
- diff.rgb *= vertex_color.rgb;
+ float final_alpha = diffuse_linear.a * vertex_color.a;
+ diffuse_srgb.rgb *= vertex_color.rgb;
#else
- float final_alpha = diff.a;
+ float final_alpha = diffuse_linear.a;
#endif
- vec3 gamma_diff = diff.rgb;
-
- diff.rgb = srgb_to_linear(diff.rgb);
-
vec3 sunlit;
vec3 amblit;
vec3 additive;
@@ -217,7 +215,7 @@ void main()
float final_da = da;
final_da = clamp(final_da, 0.0f, 1.0f);
- vec4 color = vec4(0,0,0,0);
+ vec4 color = vec4(0.0);
color.rgb = amblit;
color.a = final_alpha;
@@ -225,6 +223,7 @@ void main()
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
+ ambient = max(getAmbientClamp(), ambient); // keeps shadows dark
ambient = 1.0 - ambient;
vec3 sun_contrib = min(final_da, shadow) * sunlit;
@@ -237,14 +236,12 @@ vec3 post_ambient = color.rgb;
vec3 post_sunlight = color.rgb;
- color.rgb *= diff.rgb;
+ color.rgb *= diffuse_linear.rgb;
vec3 post_diffuse = color.rgb;
- color.rgb = mix(diff.rgb, color.rgb, final_alpha);
-
- //color.rgb = srgb_to_linear(color.rgb);
-
+ //color.rgb = mix(diffuse_srgb.rgb, color.rgb, final_alpha);
+
color.rgb = atmosFragLighting(color.rgb, additive, atten);
color.rgb = scaleSoftClipFrag(color.rgb);
@@ -252,7 +249,10 @@ vec3 post_atmo = color.rgb;
vec4 light = vec4(0,0,0,0);
- #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w * 0.5);
+ // to linear!
+ color.rgb = srgb_to_linear(color.rgb);
+
+ #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w * 0.5);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
@@ -262,15 +262,29 @@ vec3 post_atmo = color.rgb;
LIGHT_LOOP(6)
LIGHT_LOOP(7)
+ // sum local light contrib in linear colorspace
+ color.rgb += light.rgb;
+
+ // back to sRGB as we're going directly to the final RT post-deferred gamma correction
color.rgb = linear_to_srgb(color.rgb);
- color.rgb += light.rgb;
-#endif
+
+//color.rgb = amblit;
+//color.rgb = vec3(ambient);
+//color.rgb = sunlit;
+//color.rgb = vec3(final_da);
+//color.rgb = post_ambient;
+//color.rgb = post_sunlight;
+//color.rgb = sun_contrib;
+//color.rgb = diffuse_srgb.rgb;
+//color.rgb = post_diffuse;
+//color.rgb = post_atmo;
#ifdef WATER_FOG
color = applyWaterFogView(pos.xyz, color);
-#endif
+#endif // WATER_FOG
+#endif
frag_color = color;
}