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path: root/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl')
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl128
1 files changed, 100 insertions, 28 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index cca63872de..1975b18652 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -22,18 +22,15 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#extension GL_ARB_texture_rectangle : enable
+
#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
-
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect depthMap;
@@ -41,6 +38,7 @@ uniform sampler2DRect normalMap;
uniform samplerCube environmentMap;
uniform sampler2D noiseMap;
uniform sampler2D projectionMap;
+uniform sampler2D lightFunc;
uniform mat4 proj_mat; //screen space to light space
uniform float proj_near; //near clip for projection
@@ -57,20 +55,59 @@ uniform float far_clip;
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
uniform float sun_wash;
+uniform float size;
uniform vec3 color;
uniform float falloff;
-uniform float size;
-VARYING vec4 vary_fragcoord;
VARYING vec3 trans_center;
-
+VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
+#ifdef SINGLE_FP_ONLY
+vec2 encode_normal(vec3 n)
+{
+ vec2 sn;
+ sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
+ return sn;
+}
+
+vec3 decode_normal (vec2 enc)
+{
+ vec3 n;
+ n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
+ n.z = sqrt(1.0f - dot(n.xy,n.xy));
+ return n;
+}
+#else
+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;
+}
+#endif
+
+vec4 correctWithGamma(vec4 col)
+{
+ return vec4(pow(col.rgb, vec3(2.2)), col.a);
+}
+
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret = correctWithGamma(ret);
vec2 dist = tc-vec2(0.5);
@@ -86,6 +123,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret = correctWithGamma(ret);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -103,6 +141,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret = correctWithGamma(ret);
vec2 dist = tc-vec2(0.5);
@@ -136,15 +175,17 @@ void main()
vec3 pos = getPosition(frag.xy).xyz;
vec3 lv = trans_center.xyz-pos.xyz;
- float dist2 = dot(lv,lv);
- dist2 /= size;
- if (dist2 > 1.0)
+ 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);
+ float envIntensity = norm.z;
+ norm = decode_normal(norm.xy);
norm = normalize(norm);
float l_dist = -dot(lv, proj_n);
@@ -158,7 +199,10 @@ void main()
proj_tc.xyz /= proj_tc.w;
float fa = falloff+1.0;
- float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 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;
@@ -172,31 +216,35 @@ void main()
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
+ vec4 spec = texture2DRect(specularRect, frag.xy);
+
+
+
float noise = texture2D(noiseMap, frag.xy/128.0).b;
+ vec3 dlit = vec3(0, 0, 0);
+
if (proj_tc.z > 0.0 &&
proj_tc.x < 1.0 &&
proj_tc.y < 1.0 &&
proj_tc.x > 0.0 &&
proj_tc.y > 0.0)
{
- float lit = 0.0;
float amb_da = proj_ambiance;
+ float lit = 0.0;
if (da > 0.0)
{
+ lit = da * dist_atten * noise;
+
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
float lod = diff * proj_lod;
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
-
- vec3 lcol = color.rgb * plcol.rgb * plcol.a;
+ dlit = color.rgb * plcol.rgb * plcol.a;
- lit = da * dist_atten * noise;
-
- col = lcol*lit*diff_tex;
- amb_da += (da*0.5)*proj_ambiance;
+ col = dlit*lit*diff_tex;
+ //amb_da += (da*0.5)*(1.0-shadow)*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);
@@ -205,14 +253,38 @@ void main()
amb_da *= dist_atten * noise;
amb_da = min(amb_da, 1.0-lit);
-
- col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+ col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a*diff_tex.rgb;
}
-
- 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
@@ -229,8 +301,9 @@ void main()
{
stc.xy /= stc.w;
- float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
+ float fatten = clamp(envIntensity*envIntensity+envIntensity*0.5, 0.25, 1.0);
+ //stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
if (stc.x < 1.0 &&
@@ -238,8 +311,7 @@ void main()
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*color.rgb*scol.a*spec.rgb;
+ col += color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod-envIntensity*proj_lod).rgb*spec.rgb;
}
}
}