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path: root/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl')
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl57
1 files changed, 44 insertions, 13 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index 19800a8b8e..106d48bd71 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -42,17 +42,35 @@ uniform sampler2DRect depthMap;
uniform vec3 env_mat[3];
uniform float sun_wash;
-uniform vec3 center;
uniform vec3 color;
uniform float falloff;
uniform float size;
VARYING vec4 vary_fragcoord;
+VARYING vec3 trans_center;
+
uniform vec2 screen_res;
uniform mat4 inv_proj;
uniform vec4 viewport;
+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;
+}
+
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).r;
@@ -74,16 +92,16 @@ void main()
frag.xy *= screen_res;
vec3 pos = getPosition(frag.xy).xyz;
- vec3 lv = center.xyz-pos;
- float dist2 = dot(lv,lv);
- dist2 /= size;
- if (dist2 > 1.0)
+ vec3 lv = trans_center.xyz-pos;
+ float dist = length(lv);
+ dist /= size;
+ if (dist > 1.0)
{
discard;
}
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+ norm = decode_normal(norm.xy); // unpack norm
float da = dot(norm, lv);
if (da < 0.0)
{
@@ -98,20 +116,33 @@ void main()
vec3 col = texture2DRect(diffuseRect, frag.xy).rgb;
float fa = falloff+1.0;
- float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
- float lit = da * dist_atten * noise;
+ 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;
+ float lit = da * dist_atten * noise;
+
col = color.rgb*lit*col;
vec4 spec = texture2DRect(specularRect, frag.xy);
if (spec.a > 0.0)
{
- float sa = dot(normalize(lv-normalize(pos)),norm);
- if (sa > 0.0)
+ lit = min(da*6.0, 1.0) * dist_atten;
+
+ vec3 npos = -normalize(pos);
+ 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)
{
- sa = 6 * texture2D(lightFunc, vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0);
- sa *= noise;
- col += da*sa*color.rgb*spec.rgb;
+ float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
+ col += lit*scol*color.rgb*spec.rgb;
}
}