diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl | 71 |
1 files changed, 47 insertions, 24 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 52bad1f34c..43da16436b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -1,41 +1,62 @@ /** * @file pointLightF.glsl * - * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. - * $License$ + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ */ #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; -uniform sampler2DRect positionMap; uniform sampler2DRect normalMap; uniform samplerCube environmentMap; -uniform sampler2DRect lightMap; uniform sampler2D noiseMap; +uniform sampler2D lightFunc; +uniform sampler2DRect depthMap; uniform vec3 env_mat[3]; uniform float sun_wash; varying vec4 vary_light; -varying vec3 vary_fragcoord; +varying vec4 vary_fragcoord; uniform vec2 screen_res; +uniform mat4 inv_proj; +uniform vec4 viewport; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = (pos_screen.xy-viewport.xy)*2.0; + sc /= viewport.zw; + 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; +} + void main() { - vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; - frag *= screen_res; - vec3 pos = texture2DRect(positionMap, frag).xyz; + vec4 frag = vary_fragcoord; + frag.xyz /= frag.w; + frag.xyz = frag.xyz*0.5+0.5; + frag.xy *= screen_res; + + vec3 pos = getPosition(frag.xy).xyz; vec3 lv = vary_light.xyz-pos; float dist2 = dot(lv,lv); - if (dist2 > vary_light.w) + dist2 /= vary_light.w; + if (dist2 > 1.0) { discard; } - vec3 norm = texture2DRect(normalMap, frag).xyz; + vec3 norm = texture2DRect(normalMap, frag.xy).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm float da = dot(norm, lv); if (da < 0.0) { @@ -46,30 +67,32 @@ void main() lv = normalize(lv); da = dot(norm, lv); - float noise = texture2D(noiseMap, frag/128.0).b; + float noise = texture2D(noiseMap, frag.xy/128.0).b; - vec3 col = texture2DRect(diffuseRect, frag).rgb; + vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; float fa = gl_Color.a+1.0; - float dist_atten = clamp(1.0-(dist2-vary_light.w*(1.0-fa))/(vary_light.w*fa), 0.0, 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; col = gl_Color.rgb*lit*col; - vec4 spec = texture2DRect(specularRect, frag); + vec4 spec = texture2DRect(specularRect, frag.xy); if (spec.a > 0.0) { - vec3 ref = reflect(normalize(pos), norm); - float sa = dot(ref,lv); - sa = max(sa, 0.0); - sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0); - sa *= noise; - col += da*sa*gl_Color.rgb*spec.rgb; + float sa = dot(normalize(lv-normalize(pos)),norm); + if (sa > 0.0) + { + sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); + sa *= noise; + col += da*sa*gl_Color.rgb*spec.rgb; + } } - //attenuate point light contribution by SSAO component - col *= texture2DRect(lightMap, frag.xy).g; - - + if (dot(col, col) <= 0.0) + { + discard; + } + gl_FragColor.rgb = col; gl_FragColor.a = 0.0; } |