diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl | 104 |
1 files changed, 24 insertions, 80 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 3a3e871ade..ec3fb9c543 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -30,14 +30,14 @@ #extension GL_ARB_texture_rectangle : enable #extension GL_ARB_shader_texture_lod : enable +/*[EXTRA_CODE_HERE]*/ + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else #define frag_color gl_FragColor #endif -/*[EXTRA_CODE_HERE]*/ - uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect depthMap; @@ -71,60 +71,8 @@ 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 - -} - +vec3 getNorm(vec2 pos_screen); +vec3 srgb_to_linear(vec3 c); vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { @@ -178,22 +126,15 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) return ret; } - -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).r; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} +vec4 getPosition(vec2 pos_screen); void main() { + vec3 col = vec3(0,0,0); + +#if defined(LOCAL_LIGHT_KILL) + discard; +#else vec4 frag = vary_fragcoord; frag.xyz /= frag.w; frag.xyz = frag.xyz*0.5+0.5; @@ -208,12 +149,9 @@ void main() discard; } - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - float envIntensity = norm.z; + float envIntensity = texture2DRect(normalMap, frag.xy).z; + vec3 norm = getNorm(frag.xy); - norm = decode_normal(norm.xy); - - norm = normalize(norm); float l_dist = -dot(lv, proj_n); vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); @@ -225,25 +163,29 @@ void main() proj_tc.xyz /= proj_tc.w; float fa = falloff+1.0; - float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); + float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); dist_atten *= dist_atten; dist_atten *= 2.0; + if (dist_atten <= 0.0) { discard; } + float noise = texture2D(noiseMap, frag.xy/128.0).b; + dist_atten *= noise; + lv = proj_origin-pos.xyz; lv = normalize(lv); float da = dot(norm, lv); - 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 && proj_tc.y < 1.0 && @@ -262,7 +204,7 @@ void main() dlit = color.rgb * plcol.rgb * plcol.a; - lit = da * dist_atten * noise; + lit = da * dist_atten; col = dlit*lit*diff_tex; amb_da += (da*0.5)*proj_ambiance; @@ -304,7 +246,7 @@ void main() col += dlit*scol*spec.rgb; //col += spec.rgb; } - } + } if (envIntensity > 0.0) { @@ -334,7 +276,9 @@ void main() } } } - +#endif + + //output linear, sum of lights will be gamma corrected later frag_color.rgb = col; frag_color.a = 0.0; } |