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 | 472 |
1 files changed, 236 insertions, 236 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index c072d44e63..72e61095f2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -47,142 +47,142 @@ vec3 linear_to_srgb(vec3 cs); #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - #ifdef DEFINE_GL_FRAGCOLOR - out vec4 frag_color; - #else - #define frag_color gl_FragColor - #endif - - #ifdef HAS_SUN_SHADOW - float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); - #endif - - uniform samplerCube environmentMap; - uniform sampler2D lightFunc; - - // Inputs - uniform vec4 morphFactor; - uniform vec3 camPosLocal; - uniform mat3 env_mat; - - uniform vec3 sun_dir; - uniform vec3 moon_dir; - VARYING vec2 vary_fragcoord; - - VARYING vec3 vary_position; - - uniform mat4 proj_mat; - uniform mat4 inv_proj; - uniform vec2 screen_res; - - uniform vec4 light_position[8]; - uniform vec3 light_direction[8]; - uniform vec4 light_attenuation[8]; - uniform vec3 light_diffuse[8]; - - float getAmbientClamp(); - - 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, inout float glare, float ambiance) - { - vec3 col = vec3(0); - - //get light vector - vec3 lv = lp.xyz-v; - - //get distance - float dist = length(lv); - float da = 1.0; - - dist /= la; - - /* clip to projector bounds - vec4 proj_tc = proj_mat * lp; - - if (proj_tc.z < 0 - || proj_tc.z > 1 - || proj_tc.x < 0 - || proj_tc.x > 1 - || proj_tc.y < 0 - || proj_tc.y > 1) - { - return col; - }*/ - - if (dist > 0.0 && la > 0.0) - { - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0f; - - if (dist_atten <= 0.0) - { - return col; - } - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - //angular attenuation - da *= dot(n, lv); - - float lit = 0.0f; - - float amb_da = ambiance; - if (da >= 0) - { - lit = max(da * dist_atten,0.0); - col = lit * light_col * diffuse; - amb_da += (da*0.5+0.5) * ambiance; - } - amb_da += (da*da*0.5 + 0.5) * ambiance; - amb_da *= dist_atten; - amb_da = min(amb_da, 1.0f - lit); - - // SL-10969 need to see why these are blown out - //col.rgb += amb_da * light_col * diffuse; - - if (spec.a > 0.0) - { - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv+npos); - float nh = dot(n, h); - float nv = dot(n, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - - 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); - vec3 speccol = lit*scol*light_col.rgb*spec.rgb; - speccol = clamp(speccol, vec3(0), vec3(1)); - col += speccol; - - float cur_glare = max(speccol.r, speccol.g); - cur_glare = max(cur_glare, speccol.b); - glare = max(glare, speccol.r); - glare += max(cur_glare, 0.0); - } - } - } - - return max(col, vec3(0.0,0.0,0.0)); - } - - #else - #ifdef DEFINE_GL_FRAGCOLOR - out vec4 frag_data[3]; - #else - #define frag_data gl_FragData - #endif + #ifdef DEFINE_GL_FRAGCOLOR + out vec4 frag_color; + #else + #define frag_color gl_FragColor + #endif + + #ifdef HAS_SUN_SHADOW + float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); + #endif + + uniform samplerCube environmentMap; + uniform sampler2D lightFunc; + + // Inputs + uniform vec4 morphFactor; + uniform vec3 camPosLocal; + uniform mat3 env_mat; + + uniform vec3 sun_dir; + uniform vec3 moon_dir; + VARYING vec2 vary_fragcoord; + + VARYING vec3 vary_position; + + uniform mat4 proj_mat; + uniform mat4 inv_proj; + uniform vec2 screen_res; + + uniform vec4 light_position[8]; + uniform vec3 light_direction[8]; + uniform vec4 light_attenuation[8]; + uniform vec3 light_diffuse[8]; + + float getAmbientClamp(); + + 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, inout float glare, float ambiance) + { + vec3 col = vec3(0); + + //get light vector + vec3 lv = lp.xyz-v; + + //get distance + float dist = length(lv); + float da = 1.0; + + dist /= la; + + /* clip to projector bounds + vec4 proj_tc = proj_mat * lp; + + if (proj_tc.z < 0 + || proj_tc.z > 1 + || proj_tc.x < 0 + || proj_tc.x > 1 + || proj_tc.y < 0 + || proj_tc.y > 1) + { + return col; + }*/ + + if (dist > 0.0 && la > 0.0) + { + //normalize light vector + lv = normalize(lv); + + //distance attenuation + float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0f; + + if (dist_atten <= 0.0) + { + return col; + } + + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + + //angular attenuation + da *= dot(n, lv); + + float lit = 0.0f; + + float amb_da = ambiance; + if (da >= 0) + { + lit = max(da * dist_atten,0.0); + col = lit * light_col * diffuse; + amb_da += (da*0.5+0.5) * ambiance; + } + amb_da += (da*da*0.5 + 0.5) * ambiance; + amb_da *= dist_atten; + amb_da = min(amb_da, 1.0f - lit); + + // SL-10969 need to see why these are blown out + //col.rgb += amb_da * light_col * diffuse; + + if (spec.a > 0.0) + { + //vec3 ref = dot(pos+lv, norm); + vec3 h = normalize(lv+npos); + float nh = dot(n, h); + float nv = dot(n, npos); + float vh = dot(npos, h); + float sa = nh; + float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; + + 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); + vec3 speccol = lit*scol*light_col.rgb*spec.rgb; + speccol = clamp(speccol, vec3(0), vec3(1)); + col += speccol; + + float cur_glare = max(speccol.r, speccol.g); + cur_glare = max(cur_glare, speccol.b); + glare = max(glare, speccol.r); + glare += max(cur_glare, 0.0); + } + } + } + + return max(col, vec3(0.0,0.0,0.0)); + } + + #else + #ifdef DEFINE_GL_FRAGCOLOR + out vec4 frag_data[3]; + #else + #define frag_data gl_FragData + #endif #endif uniform sampler2D diffuseMap; @@ -295,8 +295,8 @@ void main() // At midday the brightness is very close. vec4 final_normal = vec4(abnormal, env_intensity, 0.0); - vec3 color = vec3(0.0); - float al = 0.0; + vec3 color = vec3(0.0); + float al = 0.0; if (emissive_brightness >= 1.0) { @@ -305,8 +305,8 @@ void main() final_normal = vec4(abnormal, ei, 0.0); #endif - color.rgb = final_color.rgb; - al = vertex_color.a; + color.rgb = final_color.rgb; + al = vertex_color.a; } vec4 final_specular = spec; @@ -320,143 +320,143 @@ void main() #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - if (emissive_brightness < 1.0) - { - //forward rendering, output just lit RGBA - vec3 pos = vary_position; + if (emissive_brightness < 1.0) + { + //forward rendering, output just lit RGBA + vec3 pos = vary_position; - float shadow = 1.0f; + float shadow = 1.0f; #ifdef HAS_SUN_SHADOW - shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen); + shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen); #endif - spec = final_specular; + spec = final_specular; - float envIntensity = final_normal.z; + float envIntensity = final_normal.z; - vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - float bloom = 0.0; - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; + float bloom = 0.0; + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; - calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false); + calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false); - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - float da = dot(norm.xyz, normalize(light_dir.xyz)); - float final_da = clamp(da, 0.0, 1.0); + float da = dot(norm.xyz, normalize(light_dir.xyz)); + float final_da = clamp(da, 0.0, 1.0); - float ambient = da; - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0 - ambient); + float ambient = da; + ambient *= 0.5; + ambient *= ambient; + ambient = (1.0 - ambient); - vec3 sun_contrib = min(final_da, shadow) * sunlit; + vec3 sun_contrib = min(final_da, shadow) * sunlit; #if !defined(AMBIENT_KILL) - color.rgb = amblit; - color.rgb *= ambient; + color.rgb = amblit; + color.rgb *= ambient; #endif vec3 post_ambient = color.rgb; #if !defined(SUNLIGHT_KILL) - color.rgb += sun_contrib; + color.rgb += sun_contrib; #endif vec3 post_sunlight = color.rgb; - //color.rgb *= diffuse_srgb.rgb; - color.rgb *= diffuse_linear.rgb; // SL-12006 + //color.rgb *= diffuse_srgb.rgb; + color.rgb *= diffuse_linear.rgb; // SL-12006 vec3 post_diffuse = color.rgb; - float glare = 0.0; - - if (spec.a > 0.0) // specular reflection - { - vec3 npos = -normalize(pos.xyz); - - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(light_dir.xyz+npos); - float nh = dot(norm.xyz, h); - float nv = dot(norm.xyz, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - - 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); - vec3 sp = sun_contrib*scol / 16.0f; - sp = clamp(sp, vec3(0), vec3(1)); - bloom = dot(sp, sp) / 6.0; - #if !defined(SUNLIGHT_KILL) - color += sp * spec.rgb; - #endif - } - } - - vec3 post_spec = color.rgb; - - if (envIntensity > 0.0) - { - //add environmentmap - vec3 env_vec = env_mat * refnormpersp; - - vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; - - #if !defined(SUNLIGHT_KILL) - color = mix(color.rgb, reflected_color, envIntensity); - #endif - float cur_glare = max(reflected_color.r, reflected_color.g); - cur_glare = max(cur_glare, reflected_color.b); - cur_glare *= envIntensity*4.0; - glare += cur_glare; - } + float glare = 0.0; + + if (spec.a > 0.0) // specular reflection + { + vec3 npos = -normalize(pos.xyz); + + //vec3 ref = dot(pos+lv, norm); + vec3 h = normalize(light_dir.xyz+npos); + float nh = dot(norm.xyz, h); + float nv = dot(norm.xyz, npos); + float vh = dot(npos, h); + float sa = nh; + float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; + + 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); + vec3 sp = sun_contrib*scol / 16.0f; + sp = clamp(sp, vec3(0), vec3(1)); + bloom = dot(sp, sp) / 6.0; + #if !defined(SUNLIGHT_KILL) + color += sp * spec.rgb; + #endif + } + } + + vec3 post_spec = color.rgb; + + if (envIntensity > 0.0) + { + //add environmentmap + vec3 env_vec = env_mat * refnormpersp; + + vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; + + #if !defined(SUNLIGHT_KILL) + color = mix(color.rgb, reflected_color, envIntensity); + #endif + float cur_glare = max(reflected_color.r, reflected_color.g); + cur_glare = max(cur_glare, reflected_color.b); + cur_glare *= envIntensity*4.0; + glare += cur_glare; + } vec3 post_env = color.rgb; - color = atmosFragLighting(color, additive, atten); + color = atmosFragLighting(color, additive, atten); - //convert to linear space before adding local lights - color = srgb_to_linear(color); + //convert to linear space before adding local lights + color = srgb_to_linear(color); vec3 post_atmo = color.rgb; - vec3 npos = normalize(-pos.xyz); + vec3 npos = normalize(-pos.xyz); - vec3 light = vec3(0,0,0); + vec3 light = vec3(0,0,0); #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.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_attenuation[i].w ); - LIGHT_LOOP(1) - LIGHT_LOOP(2) - LIGHT_LOOP(3) - LIGHT_LOOP(4) - LIGHT_LOOP(5) - LIGHT_LOOP(6) - LIGHT_LOOP(7) + LIGHT_LOOP(1) + LIGHT_LOOP(2) + LIGHT_LOOP(3) + LIGHT_LOOP(4) + LIGHT_LOOP(5) + LIGHT_LOOP(6) + LIGHT_LOOP(7) - glare = min(glare, 1.0); - al = max(diffuse_linear.a,glare)*vertex_color.a; + glare = min(glare, 1.0); + al = max(diffuse_linear.a,glare)*vertex_color.a; #if !defined(LOCAL_LIGHT_KILL) - color.rgb += light.rgb; + color.rgb += light.rgb; #endif - color = scaleSoftClipFrag(color); + color = scaleSoftClipFrag(color); - // (only) post-deferred needs inline gamma correction - color.rgb = linear_to_srgb(color.rgb); + // (only) post-deferred needs inline gamma correction + color.rgb = linear_to_srgb(color.rgb); //color.rgb = amblit; //color.rgb = vec3(ambient); @@ -472,11 +472,11 @@ vec3 post_atmo = color.rgb; //color.rgb = post_atmo; #ifdef WATER_FOG - vec4 temp = applyWaterFogView(pos, vec4(color.rgb, al)); - color.rgb = temp.rgb; - al = temp.a; + vec4 temp = applyWaterFogView(pos, vec4(color.rgb, al)); + color.rgb = temp.rgb; + al = temp.a; #endif - } // !fullbright + } // !fullbright frag_color.rgb = color.rgb; frag_color.a = al; |