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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')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl101
1 files changed, 17 insertions, 84 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index f1aec315cc..694b19cdfb 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -70,64 +70,8 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
-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;
-}
-
-vec3 srgb_to_linear(vec3 cs)
-{
- vec3 low_range = cs / vec3(12.92);
- vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
- bvec3 lte = lessThanEqual(cs,vec3(0.04045));
-
-#ifdef OLD_SELECT
- vec3 result;
- result.r = lte.r ? low_range.r : high_range.r;
- result.g = lte.g ? low_range.g : high_range.g;
- result.b = lte.b ? low_range.b : high_range.b;
- return result;
-#else
- return mix(high_range, low_range, lte);
-#endif
-
-}
-
-vec3 linear_to_srgb(vec3 cl)
-{
- cl = clamp(cl, vec3(0), vec3(1));
- vec3 low_range = cl * 12.92;
- vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
- bvec3 lt = lessThan(cl,vec3(0.0031308));
-
-#ifdef OLD_SELECT
- vec3 result;
- result.r = lt.r ? low_range.r : high_range.r;
- result.g = lt.g ? low_range.g : high_range.g;
- result.b = lt.b ? low_range.b : high_range.b;
- return result;
-#else
- return mix(high_range, low_range, lt);
-#endif
-
-}
-
-vec4 correctWithGamma(vec4 col)
-{
- return vec4(srgb_to_linear(col.rgb), col.a);
-}
+vec3 getNorm(vec2 pos_screen);
+vec3 srgb_to_linear(vec3 c);
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
@@ -152,7 +96,7 @@ 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);
+ ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -170,7 +114,7 @@ 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);
+ ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = tc-vec2(0.5);
@@ -181,22 +125,15 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
return ret;
}
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).r;
- 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;
-}
+vec4 getPosition(vec2 pos_screen);
void main()
{
+ vec3 col = vec3(0,0,0);
+
+#if defined(LOCAL_LIGHT_KILL)
+ discard;
+#else
vec4 frag = vary_fragcoord;
frag.xyz /= frag.w;
frag.xyz = frag.xyz*0.5+0.5;
@@ -210,12 +147,10 @@ void main()
{
discard;
}
-
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
float envIntensity = norm.z;
- norm = decode_normal(norm.xy);
-
+ norm = getNorm(frag.xy);
norm = normalize(norm);
float l_dist = -dot(lv, proj_n);
@@ -241,13 +176,11 @@ void main()
lv = normalize(lv);
float da = dot(norm, lv);
- vec3 col = vec3(0,0,0);
-
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
-
- vec4 spec = texture2DRect(specularRect, frag.xy);
+ //light shaders output linear and are gamma corrected later in postDeferredGammaCorrectF.glsl
+ diff_tex.rgb = srgb_to_linear(diff_tex.rgb);
-
+ vec4 spec = texture2DRect(specularRect, frag.xy);
float noise = texture2D(noiseMap, frag.xy/128.0).b;
vec3 dlit = vec3(0, 0, 0);
@@ -284,7 +217,6 @@ void main()
amb_da = min(amb_da, 1.0-lit);
col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a*diff_tex.rgb;
}
-
if (spec.a > 0.0)
{
@@ -311,7 +243,6 @@ void main()
}
}
-
if (envIntensity > 0.0)
{
vec3 ref = reflect(normalize(pos), norm);
@@ -340,7 +271,9 @@ void main()
}
}
}
-
+#endif
+
+ //col.r = 1.0;
frag_color.rgb = col;
frag_color.a = 0.0;
}