diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
10 files changed, 64 insertions, 35 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index ef04ef5ce6..dd87ddb330 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -59,7 +59,6 @@ void main() vec4 pos = vec4(vary_position, 1.0); vec4 diff= diffuseLookup(vary_texcoord0.xy); - diff.rgb = pow(diff.rgb, vec3(2.2)); vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a); vec4 color = diff * col; diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index aaf1e5e572..a887728493 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -48,7 +48,7 @@ void main() dot(norm,vary_mat1), dot(norm,vary_mat2)); - frag_data[0] = vec4(col * (1 - vertex_color.a), 0.0); + frag_data[0] = vec4(col, 0.0); frag_data[1] = vertex_color.aaaa; // spec //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested vec3 nvn = normalize(tnorm); diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index 85f28f68c0..2e456d00dd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -38,7 +38,7 @@ VARYING vec2 vary_texcoord0; void main() { vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb; - frag_data[0] = vec4(col * (1 - vertex_color.a), 0.0); + frag_data[0] = vec4(col, 0.0); frag_data[1] = vertex_color.aaaa; // spec //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested vec3 nvn = normalize(vary_normal); diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index 6b5a922c29..bb6dc9a57d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -37,7 +37,7 @@ void main() { vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; - frag_data[0] = vec4(col * (1 - vertex_color.a), 0.0); + frag_data[0] = vec4(col, 0.0); frag_data[1] = vertex_color.aaaa; // spec //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested vec3 nvn = normalize(vary_normal); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 4f7fc6a411..5392466b25 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -23,6 +23,12 @@ * $/LicenseInfo$ */ +#define DIFFUSE_ALPHA_MODE_IGNORE 0 +#define DIFFUSE_ALPHA_MODE_BLEND 1 +#define DIFFUSE_ALPHA_MODE_MASK 2 +#define DIFFUSE_ALPHA_MODE_GLOW 3 + + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; #else @@ -31,36 +37,52 @@ out vec4 frag_data[3]; uniform sampler2D diffuseMap; +#if HAS_NORMAL_MAP uniform sampler2D bumpMap; +#endif +#if HAS_SPECULAR_MAP uniform sampler2D specularMap; uniform float env_intensity; +#endif + uniform vec4 specular_color; -#ifdef ALPHA_TEST +#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK uniform float minimum_alpha; #endif +#if HAS_NORMAL_MAP VARYING vec3 vary_mat0; VARYING vec3 vary_mat1; VARYING vec3 vary_mat2; +#else +VARYING vec3 vary_normal; +#endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; + void main() { - vec4 col = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color; + vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); + col.rgb *= vertex_color.rgb; - #ifdef ALPHA_TEST +#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK if (col.a < minimum_alpha) { discard; } - #endif - +#endif + +#if HAS_SPECULAR_MAP vec4 spec = texture2D(specularMap, vary_texcoord0.xy); +#else + vec4 spec = specular_color; +#endif +#if HAS_NORMAL_MAP vec4 norm = texture2D(bumpMap, vary_texcoord0.xy); norm.xyz = norm.xyz * 2 - 1; @@ -68,19 +90,29 @@ void main() vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), dot(norm.xyz,vary_mat1), dot(norm.xyz,vary_mat2)); +#else + vec4 norm = vec4(0,0,0,1.0); + vec3 tnorm = vary_normal; +#endif vec4 final_color = col; - final_color.rgb *= 1 - spec.a * env_intensity; - - #ifndef EMISSIVE_MASK + +#if DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_GLOW final_color.a = 0; - #endif +#endif vec4 final_specular = spec; +#if HAS_SPECULAR_MAP + //final_color.rgb *= 1 - spec.a * env_intensity; final_specular.rgb *= specular_color.rgb; - final_specular.a = specular_color.a * norm.a; - + vec4 final_normal = vec4(normalize(tnorm), spec.a * env_intensity); + final_specular.a = specular_color.a * spec.a; +#else + vec4 final_normal = vec4(normalize(tnorm), 0.0); + final_specular.a = spec.a; +#endif + final_normal.xyz = final_normal.xyz * 0.5 + 0.5; frag_data[0] = final_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl index c8d38bb8f7..f92ad63100 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl @@ -31,11 +31,17 @@ ATTRIBUTE vec3 position; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; + +#if HAS_NORMAL_MAP ATTRIBUTE vec3 binormal; VARYING vec3 vary_mat0; VARYING vec3 vary_mat1; VARYING vec3 vary_mat2; +#else +VARYING vec3 vary_normal; +#endif + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; @@ -45,13 +51,18 @@ void main() gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vec3 n = normalize(normal_matrix * normal); +#if HAS_NORMAL_MAP vec3 b = normalize(normal_matrix * binormal); vec3 t = cross(b, n); vary_mat0 = vec3(t.x, b.x, n.x); vary_mat1 = vec3(t.y, b.y, n.y); vary_mat2 = vec3(t.z, b.z, n.z); +#else + vary_normal = n; +#endif vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 3f57b006cd..bf362e21a4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -37,7 +37,6 @@ uniform mat4 inv_proj; uniform vec2 screen_res; uniform float max_cof; uniform float res_scale; -uniform float global_gamma; VARYING vec2 vary_fragcoord; @@ -124,6 +123,6 @@ void main() diff /= w; } - diff.rgb = pow(diff.rgb, vec3(1.0/global_gamma)); + frag_color = diff; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index c891c4e445..eb5beeef39 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -35,13 +35,12 @@ uniform sampler2DRect diffuseRect; uniform sampler2D bloomMap; uniform vec2 screen_res; -uniform float global_gamma; VARYING vec2 vary_fragcoord; void main() { vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); - diff.rgb = pow(diff.rgb, vec3(1.0/global_gamma)); + vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); frag_color = diff + bloom; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 2ec3fe4a52..f50935c1a8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -77,11 +77,6 @@ vec3 vary_AtmosAttenuation; uniform mat4 inv_proj; uniform vec2 screen_res; -vec3 samplesRGB(vec3 color) -{ - return pow(color, vec3(2.2)); -} - vec4 getPosition_d(vec2 pos_screen, float depth) { vec2 sc = pos_screen.xy*2.0; @@ -106,15 +101,15 @@ vec3 getPositionEye() } vec3 getSunlitColor() { - return samplesRGB(vary_SunlitColor) * 4.4; + return vary_SunlitColor; } vec3 getAmblitColor() { - return samplesRGB((vary_AmblitColor)) * 2.2; + return vary_AmblitColor; } vec3 getAdditiveColor() { - return samplesRGB(vary_AdditiveColor) * 2.2; + return vary_AdditiveColor; } vec3 getAtmosAttenuation() { @@ -305,7 +300,7 @@ void main() // vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = vary_SunlitColor*(texture2D(lightFunc, vec2(sa, spec.a)).r); + vec3 dumbshiny = vary_SunlitColor*(6 * texture2D(lightFunc, vec2(sa, spec.a)).r); // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; @@ -314,7 +309,7 @@ void main() //add environmentmap vec3 env_vec = env_mat * refnormpersp; - col = mix(col.rgb, samplesRGB(textureCube(environmentMap, env_vec).rgb) * 2.2, + col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb, max(norm.a-diffuse.a*2.0, 0.0)); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 9bdf87678f..cca63872de 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -72,8 +72,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = pow(ret.rgb, vec3(2.2)); - vec2 dist = tc-vec2(0.5); float det = max(1.0-lod/(proj_lod*0.5), 0.0); @@ -89,8 +87,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = pow(ret.rgb, vec3(2.2)); - vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); float det = min(lod/(proj_lod*0.5), 1.0); @@ -108,8 +104,6 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = pow(ret.rgb, vec3(2.2)); - vec2 dist = tc-vec2(0.5); float d = dot(dist,dist); |
