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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')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl66
1 files changed, 44 insertions, 22 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..78256e20cc 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -9,33 +9,53 @@
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*2.0-1.0;
float da = dot(norm, lv);
if (da < 0.0)
{
@@ -46,30 +66,32 @@ 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;
}