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-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl181
1 files changed, 146 insertions, 35 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index a9f03f7615..c08e9d361a 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -2,14 +2,37 @@
* @file multiSpotLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-#version 120
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
//class 1 -- no shadows
#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_shader_texture_lod : enable
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
@@ -17,8 +40,8 @@ uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform samplerCube environmentMap;
uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
uniform sampler2D projectionMap;
+uniform sampler2D lightFunc;
uniform mat4 proj_mat; //screen space to light space
uniform float proj_near; //near clip for projection
@@ -34,27 +57,87 @@ uniform float far_clip;
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
uniform float sun_wash;
-uniform int proj_shadow_idx;
-uniform float shadow_fade;
-varying vec4 vary_light;
+uniform vec3 center;
+uniform vec3 color;
+uniform float falloff;
+uniform float size;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
+vec2 encode_normal(vec3 n)
+{
+ float f = sqrt(8 * n.z + 8);
+ return n.xy / f + 0.5;
+}
+
+vec3 decode_normal (vec2 enc)
+{
+ vec2 fenc = enc*4-2;
+ float f = dot(fenc,fenc);
+ float g = sqrt(1-f/4);
+ vec3 n;
+ n.xy = fenc*g;
+ n.z = 1-f/2;
+ return n;
+}
+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
+
+}
+
+
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret.rgb = srgb_to_linear(ret.rgb);
- vec2 dist = tc-vec2(0.5);
+ vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
- float det = max(1.0-lod/(proj_lod*0.5), 0.0);
+ float det = min(lod/(proj_lod*0.5), 1.0);
- float d = dot(dist,dist);
-
- ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
+ float d = min(dist.x, dist.y);
+
+ d *= min(1, d * (proj_lod - lod));
+
+ float edge = 0.25*det;
+
+ ret *= clamp(d/edge, 0.0, 1.0);
return ret;
}
@@ -62,6 +145,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -79,6 +163,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = tc-vec2(0.5);
@@ -92,7 +177,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
vec4 getPosition(vec2 pos_screen)
{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
vec2 sc = pos_screen.xy*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);
@@ -111,15 +196,18 @@ void main()
frag.xy *= screen_res;
vec3 pos = getPosition(frag.xy).xyz;
- vec3 lv = vary_light.xyz-pos.xyz;
- float dist2 = dot(lv,lv);
- dist2 /= vary_light.w;
- if (dist2 > 1.0)
+ vec3 lv = center.xyz-pos.xyz;
+ float dist = length(lv);
+ dist /= size;
+ if (dist > 1.0)
{
discard;
}
- vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0;
+ vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
+ float envIntensity = norm.z;
+
+ norm = decode_normal(norm.xy);
norm = normalize(norm);
float l_dist = -dot(lv, proj_n);
@@ -132,8 +220,11 @@ void main()
proj_tc.xyz /= proj_tc.w;
- float fa = gl_Color.a+1.0;
- float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
+ float fa = falloff+1.0;
+ float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
+ dist_atten *= dist_atten;
+ dist_atten *= 2.0;
+
if (dist_atten <= 0.0)
{
discard;
@@ -146,7 +237,8 @@ void main()
vec3 col = vec3(0,0,0);
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
-
+ vec3 dlit = vec3(0, 0, 0);
+
float noise = texture2D(noiseMap, frag.xy/128.0).b;
if (proj_tc.z > 0.0 &&
proj_tc.x < 1.0 &&
@@ -164,14 +256,13 @@ void main()
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
- vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+ dlit = color.rgb * plcol.rgb * plcol.a;
lit = da * dist_atten * noise;
- col = lcol*lit*diff_tex;
+ col = dlit*lit*diff_tex;
amb_da += (da*0.5)*proj_ambiance;
}
-
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
@@ -180,14 +271,39 @@ void main()
amb_da *= dist_atten * noise;
amb_da = min(amb_da, 1.0-lit);
-
- col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+ col += amb_da*color.rgb*diff_tex*amb_plcol.rgb*amb_plcol.a;
}
vec4 spec = texture2DRect(specularRect, frag.xy);
+
if (spec.a > 0.0)
{
+ dlit *= min(da*6.0, 1.0) * dist_atten;
+
+ vec3 npos = -normalize(pos);
+
+ //vec3 ref = dot(pos+lv, norm);
+ vec3 h = normalize(lv+npos);
+ float nh = dot(norm, h);
+ float nv = dot(norm, 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);
+ col += dlit*scol*spec.rgb;
+ //col += spec.rgb;
+ }
+ }
+
+ if (envIntensity > 0.0)
+ {
vec3 ref = reflect(normalize(pos), norm);
//project from point pos in direction ref to plane proj_p, proj_n
@@ -199,27 +315,22 @@ void main()
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
-
+
if (stc.z > 0.0)
{
- stc.xy /= stc.w;
-
- float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
-
- stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
+ stc /= stc.w;
if (stc.x < 1.0 &&
stc.y < 1.0 &&
stc.x > 0.0 &&
stc.y > 0.0)
{
- vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
- col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb;
+ col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * envIntensity;
}
}
}
}
- gl_FragColor.rgb = col;
- gl_FragColor.a = 0.0;
+ frag_color.rgb = col;
+ frag_color.a = 0.0;
}