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diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
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+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
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+/**
+ * @file spotLightF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#version 120
+
+#extension GL_ARB_texture_rectangle : enable
+
+uniform sampler2DRect diffuseRect;
+uniform sampler2DRect specularRect;
+uniform sampler2DRect depthMap;
+uniform sampler2DRect normalMap;
+uniform samplerCube environmentMap;
+uniform sampler2D noiseMap;
+uniform sampler2D lightFunc;
+uniform sampler2D projectionMap;
+
+uniform mat4 proj_mat; //screen space to light space
+uniform float proj_near; //near clip for projection
+uniform vec3 proj_p; //plane projection is emitting from (in screen space)
+uniform vec3 proj_n;
+uniform float proj_focus; //distance from plane to begin blurring
+uniform float proj_lod; //(number of mips in proj map)
+uniform float proj_range; //range between near clip and far clip plane of projection
+uniform float proj_ambiance;
+uniform float near_clip;
+uniform float far_clip;
+
+uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
+uniform float sun_wash;
+
+varying vec4 vary_light;
+
+varying vec4 vary_fragcoord;
+uniform vec2 screen_res;
+
+uniform mat4 inv_proj;
+
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ 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;
+}
+
+void main()
+{
+ 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.xyz;
+ float dist2 = dot(lv,lv);
+ dist2 /= vary_light.w;
+ if (dist2 > 1.0)
+ {
+ discard;
+ }
+
+ vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0;
+
+ norm = normalize(norm);
+ float l_dist = -dot(lv, proj_n);
+
+ vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
+ if (proj_tc.z < 0.0)
+ {
+ discard;
+ }
+
+ proj_tc.xyz /= proj_tc.w;
+
+ float fa = gl_Color.a+1.0;
+ float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+
+ 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;
+
+ 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 &&
+ proj_tc.x > 0.0 &&
+ proj_tc.y > 0.0)
+ {
+ float lit = 0.0;
+ if (da > 0.0)
+ {
+ float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
+ float lod = diff * proj_lod;
+
+ vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod);
+
+ vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+
+ lit = da * dist_atten * noise;
+
+ col = lcol*lit*diff_tex;
+ }
+
+ float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
+ float lod = diff * proj_lod;
+ vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, lod);
+ //float amb_da = mix(proj_ambiance, proj_ambiance*max(-da, 0.0), max(da, 0.0));
+ float amb_da = proj_ambiance;
+
+ amb_da += (da*da*0.5+0.5)*proj_ambiance;
+
+ amb_da *= dist_atten * noise;
+
+ amb_da = min(amb_da, 1.0-lit);
+
+ col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+ }
+
+
+ vec4 spec = texture2DRect(specularRect, frag.xy);
+ if (spec.a > 0.0)
+ {
+ vec3 ref = reflect(normalize(pos), norm);
+
+ //project from point pos in direction ref to plane proj_p, proj_n
+ vec3 pdelta = proj_p-pos;
+ float ds = dot(ref, proj_n);
+
+ if (ds < 0.0)
+ {
+ vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
+
+ vec3 stc = (proj_mat * vec4(pfinal.xyz, 1.0)).xyz;
+
+ if (stc.z > 0.0)
+ {
+ stc.xy /= stc.z+proj_near;
+
+ if (stc.x < 1.0 &&
+ stc.y < 1.0 &&
+ stc.x > 0.0 &&
+ stc.y > 0.0)
+ {
+ vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
+ col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb;
+ }
+ }
+ }
+ }
+
+ /*if (spec.a > 0.0)
+ {
+ //vec3 ref = reflect(normalize(pos), norm);
+ float sa = dot(normalize(lv-normalize(pos)),norm);;
+ //sa = max(sa, 0.0);
+ //sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0);
+ sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
+ sa *= noise;
+ col += da*sa*lcol*spec.rgb;
+ }*/
+
+ gl_FragColor.rgb = col;
+ gl_FragColor.a = 0.0;
+}