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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl136
1 files changed, 67 insertions, 69 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 373727f572..1c0516923e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -88,17 +88,19 @@ 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)
{
- //get light vector
- vec3 lv = lp.xyz-v;
-
- //get distance
- float d = length(lv);
-
- float da = 1.0;
+ vec3 col = vec3(0);
+
+la /= 20.0f;
- vec3 col = vec3(0,0,0);
+ //get light vector
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float d = length(lv);
+
+ float da = 1.0;
- vec4 proj_tc = proj_mat * lp;
+ /*vec4 proj_tc = proj_mat * lp;
if (proj_tc.z < 0
|| proj_tc.z > 1
@@ -108,77 +110,68 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
|| proj_tc.y > 1)
{
return col;
- }
+ }*/
- 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);
-
-la /= 20.0f;
-
- //distance attenuation
- float dist = d/la;
-
- 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;
-
- if (dist_atten <= 0)
- {
- return col;
- }
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
-
- //angular attenuation
- da = dot(n, lv);
- da = clamp(da, 0.0, 1.0);
-
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- float lit = max(da * dist_atten, 0.0);
+ //normalize light vector
+ lv = normalize(lv);
+
+ //distance attenuation
+ float dist = d/la;
+ 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;
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= max(dot(n, lv), 0.0);
+
+ float lit = max(da * dist_atten, 0.0);
float amb_da = ambiance;
if (lit > 0)
{
col = light_col*lit*diffuse;
amb_da += (da*0.5 + 0.5) * ambiance;
- amb_da += (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);
- col.rgb += amb_da * 0.5 * 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;
+ 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;
+ 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);
- }
- }
- }
+ 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));
+ return max(col, vec3(0.0,0.0,0.0));
}
#else
@@ -321,18 +314,22 @@ void main()
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
-
+
float ambient_clamp = getAmbientClamp() + 0.1;
ambient = (1.0 - ambient) * ambient_clamp;
vec3 sun_contrib = min(final_da, shadow) * sunlit;
+#if !defined(AMBIENT_KILL)
color.rgb = amblit;
color.rgb *= ambient;
+#endif
vec3 post_ambient = color.rgb;
+#if !defined(SUNLIGHT_KILL)
color.rgb += sun_contrib;
+#endif
vec3 post_sunlight = color.rgb;
@@ -398,7 +395,7 @@ vec3 post_atmo = color.rgb;
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);
+ #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)
@@ -408,11 +405,12 @@ vec3 post_atmo = color.rgb;
LIGHT_LOOP(6)
LIGHT_LOOP(7)
-
glare = min(glare, 1.0);
float al = max(diffuse_linear.a,glare)*vertex_color.a;
+#if !defined(LOCAL_LIGHT_KILL)
color.rgb += light.rgb;
+#endif
// (only) post-deferred needs inline gamma correction
color.rgb = linear_to_srgb(color.rgb);