diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/materialF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 108 |
1 files changed, 62 insertions, 46 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index b3ae81d494..8202b4978f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -29,6 +29,44 @@ #define DIFFUSE_ALPHA_MODE_EMISSIVE 3 uniform float emissive_brightness; +uniform float display_gamma; + +vec3 srgb_to_linear(vec3 cs) +{ + vec3 low_range = cs / vec3(12.92); + vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + bvec3 lte = lessThanEqual(cs,vec3(0.04045)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lte.r ? low_range.r : high_range.r; + result.g = lte.g ? low_range.g : high_range.g; + result.b = lte.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lte); +#endif + +} + +vec3 linear_to_srgb(vec3 cl) +{ + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lt); +#endif + +} #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) @@ -114,43 +152,6 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; -vec3 srgb_to_linear(vec3 cs) -{ - vec3 low_range = cs / vec3(12.92); - vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); - bvec3 lte = lessThanEqual(cs,vec3(0.04045)); - -#ifdef OLD_SELECT - vec3 result; - result.r = lte.r ? low_range.r : high_range.r; - result.g = lte.g ? low_range.g : high_range.g; - result.b = lte.b ? low_range.b : high_range.b; - return result; -#else - return mix(high_range, low_range, lte); -#endif - -} - -vec3 linear_to_srgb(vec3 cl) -{ - cl = clamp(cl, vec3(0), vec3(1)); - vec3 low_range = cl * 12.92; - vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; - bvec3 lt = lessThan(cl,vec3(0.0031308)); - -#ifdef OLD_SELECT - vec3 result; - result.r = lt.r ? low_range.r : high_range.r; - result.g = lt.g ? low_range.g : high_range.g; - result.b = lt.b ? low_range.b : high_range.b; - return result; -#else - return mix(high_range, low_range, lt); -#endif - -} - #ifdef WATER_FOG uniform vec4 waterPlane; uniform vec4 waterFogColor; @@ -571,6 +572,9 @@ void main() norm.xyz = tnorm; norm.xyz = normalize(norm.xyz); + vec2 abnormal = encode_normal(norm.xyz); + norm.xyz = decode_normal(abnormal.xy); + vec4 final_color = diffcol; #if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE) @@ -666,7 +670,7 @@ void main() vec4 diffuse = final_color; float envIntensity = final_normal.z; - vec3 col = vec3(0.0f,0.0f,0.0f); + vec3 col = vec3(0.0f,0.0f,0.0f); float bloom = 0.0; calcAtmospherics(pos.xyz, 1.0); @@ -674,23 +678,28 @@ void main() vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); float da =dot(norm.xyz, sun_dir.xyz); + float final_da = da; final_da = min(final_da, shadow); - final_da = max(final_da, diffuse.a); + //final_da = max(final_da, diffuse.a); final_da = max(final_da, 0.0f); + final_da = min(final_da, 1.0f); + final_da = pow(final_da, 1.0/1.3); col.rgb = atmosAmbient(col); - float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); + float ambient = min(abs(da), 1.0); ambient *= 0.5; ambient *= ambient; ambient = (1.0-ambient); col.rgb *= ambient; - col.rgb = col.rgb + atmosAffectDirectionalLight(pow(final_da, 1.0/1.3)); + col.rgb = col.rgb + atmosAffectDirectionalLight(final_da); + col.rgb *= gamma_diff.rgb; + float glare = 0.0; if (spec.a > 0.0) // specular reflection @@ -711,7 +720,8 @@ void main() col += spec_contrib; } - col = mix(col.rgb, gamma_diff.rgb, diffuse.a); + + col = mix(col.rgb, diffcol.rgb, diffuse.a); if (envIntensity > 0.0) { @@ -729,15 +739,20 @@ void main() glare += cur_glare; } - col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); - col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); + //col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); + //col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); + + col = atmosLighting(col); + col = scaleSoftClip(col); //convert to linear space before adding local lights col = srgb_to_linear(col); vec3 npos = normalize(-pos.xyz); - #define LIGHT_LOOP(i) col.rgb = col.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, glare); + vec3 light = vec3(0,0,0); + + #define LIGHT_LOOP(i) light.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, glare); LIGHT_LOOP(1) LIGHT_LOOP(2) @@ -747,13 +762,14 @@ void main() LIGHT_LOOP(6) LIGHT_LOOP(7) + col.rgb += light.rgb; + glare = min(glare, 1.0); float al = max(diffcol.a,glare)*vertex_color.a; //convert to gamma space for display on screen col.rgb = linear_to_srgb(col.rgb); - #ifdef WATER_FOG vec4 temp = applyWaterFogDeferred(pos, vec4(col.rgb, al)); col.rgb = temp.rgb; |