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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl44
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl103
6 files changed, 146 insertions, 29 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl
index cb87b754b4..1113a9845b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl
@@ -31,6 +31,8 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
+uniform float minimum_alpha;
+
uniform sampler2DRect depthMap;
uniform sampler2D diffuseMap;
@@ -70,9 +72,15 @@ void main()
vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy);
+ if (diff.a < minimum_alpha)
+ {
+ discard;
+ }
+
vec4 col = vec4(vary_ambient + vary_directional.rgb, 1.0);
vec4 color = diff * col;
+
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 75de47614c..bff87cb6aa 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -55,8 +55,6 @@ uniform float far_clip;
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
uniform float sun_wash;
-uniform int proj_shadow_idx;
-uniform float shadow_fade;
uniform vec3 center;
uniform vec3 color;
@@ -143,7 +141,8 @@ void main()
discard;
}
- vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0;
+ vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
+ norm = vec3((norm.xy-0.5)*2.0, norm.z);
norm = normalize(norm);
float l_dist = -dot(lv, proj_n);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index 19800a8b8e..f671d5b750 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -42,12 +42,13 @@ uniform sampler2DRect depthMap;
uniform vec3 env_mat[3];
uniform float sun_wash;
-uniform vec3 center;
uniform vec3 color;
uniform float falloff;
uniform float size;
VARYING vec4 vary_fragcoord;
+VARYING vec3 trans_center;
+
uniform vec2 screen_res;
uniform mat4 inv_proj;
@@ -74,7 +75,7 @@ void main()
frag.xy *= screen_res;
vec3 pos = getPosition(frag.xy).xyz;
- vec3 lv = center.xyz-pos;
+ vec3 lv = trans_center.xyz-pos;
float dist2 = dot(lv,lv);
dist2 /= size;
if (dist2 > 1.0)
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
index cb14e6d4e8..9491421236 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
@@ -24,16 +24,22 @@
*/
uniform mat4 modelview_projection_matrix;
+uniform mat4 modelview_matrix;
ATTRIBUTE vec3 position;
+uniform vec3 center;
+uniform float size;
+
VARYING vec4 vary_fragcoord;
+VARYING vec3 trans_center;
void main()
{
//transform vertex
- vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vec3 p = position*sqrt(size)+center;
+ vec4 pos = modelview_projection_matrix * vec4(p.xyz, 1.0);
vary_fragcoord = pos;
-
+ trans_center = (modelview_matrix*vec4(center.xyz, 1.0)).xyz;
gl_Position = pos;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl
new file mode 100644
index 0000000000..6195e2f1ec
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl
@@ -0,0 +1,44 @@
+/**
+ * @file shadowCubeV.glsl
+ *
+ * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+VARYING vec4 post_pos;
+
+uniform vec3 box_center;
+uniform vec3 box_size;
+
+void main()
+{
+ //transform vertex
+ vec3 p = position*box_size+box_center;
+ vec4 pos = modelview_projection_matrix*vec4(p.xyz, 1.0);
+
+ post_pos = pos;
+
+ gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index 7ed8ed3370..cca63872de 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -24,18 +24,21 @@
*/
-#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;
uniform sampler2DRect normalMap;
+uniform samplerCube environmentMap;
uniform sampler2D noiseMap;
uniform sampler2D projectionMap;
@@ -46,6 +49,7 @@ 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_ambient_lod;
uniform float proj_ambiance;
uniform float near_clip;
uniform float far_clip;
@@ -53,19 +57,66 @@ uniform float far_clip;
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
uniform float sun_wash;
-uniform vec3 center;
uniform vec3 color;
uniform float falloff;
uniform float size;
VARYING vec4 vary_fragcoord;
+VARYING vec3 trans_center;
+
uniform vec2 screen_res;
uniform mat4 inv_proj;
+vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+
+ vec2 dist = tc-vec2(0.5);
+
+ float det = max(1.0-lod/(proj_lod*0.5), 0.0);
+
+ float d = dot(dist,dist);
+
+ ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
+
+ return ret;
+}
+
+vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+
+ vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+
+ float det = min(lod/(proj_lod*0.5), 1.0);
+
+ float d = min(dist.x, dist.y);
+
+ float edge = 0.25*det;
+
+ ret *= clamp(d/edge, 0.0, 1.0);
+
+ return ret;
+}
+
+vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+
+ vec2 dist = tc-vec2(0.5);
+
+ float d = dot(dist,dist);
+
+ ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
+
+ return ret;
+}
+
+
vec4 getPosition(vec2 pos_screen)
{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
vec2 sc = pos_screen.xy*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);
@@ -84,16 +135,16 @@ void main()
frag.xy *= screen_res;
vec3 pos = getPosition(frag.xy).xyz;
- vec3 lv = center.xyz-pos.xyz;
+ vec3 lv = trans_center.xyz-pos.xyz;
float dist2 = dot(lv,lv);
dist2 /= size;
if (dist2 > 1.0)
{
discard;
}
-
+
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+ norm = vec3((norm.xy-0.5)*2.0, norm.z);
norm = normalize(norm);
float l_dist = -dot(lv, proj_n);
@@ -107,7 +158,11 @@ void main()
proj_tc.xyz /= proj_tc.w;
float fa = falloff+1.0;
- float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
+ if (dist_atten <= 0.0)
+ {
+ discard;
+ }
lv = proj_origin-pos.xyz;
lv = normalize(lv);
@@ -125,32 +180,32 @@ void main()
proj_tc.y > 0.0)
{
float lit = 0.0;
+ float amb_da = proj_ambiance;
+
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);
+ vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
vec3 lcol = color.rgb * plcol.rgb * plcol.a;
lit = da * dist_atten * noise;
col = lcol*lit*diff_tex;
+ amb_da += (da*0.5)*proj_ambiance;
}
- 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;
-
+ //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
+ vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
+
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*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
@@ -168,18 +223,22 @@ void main()
{
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
- vec3 stc = (proj_mat * vec4(pfinal.xyz, 1.0)).xyz;
+ vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
if (stc.z > 0.0)
{
- stc.xy /= stc.z+proj_near;
-
+ stc.xy /= stc.w;
+
+ float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
+
+ stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
+
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);
+ vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb;
}
}