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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl10
6 files changed, 32 insertions, 13 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index f49f274de0..d11b81d2d3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -194,6 +194,8 @@ void main()
float final_alpha = diff.a;
#endif
+ vec3 gamma_diff = diff.rgb;
+
diff.rgb = srgb_to_linear(diff.rgb);
vec3 sunlit;
@@ -239,10 +241,12 @@ vec3 post_sunlight = color.rgb;
vec3 post_diffuse = color.rgb;
//color.rgb = mix(diff.rgb, color.rgb, final_alpha);
-
- color.rgb = atmosFragLighting(color.rgb, additive, atten) * 2.0;
+
+ color.rgb = atmosFragLighting(color.rgb, additive, atten);
color.rgb = scaleSoftClipFrag(color.rgb);
+ //color.rgb = srgb_to_linear(color.rgb);
+
vec4 light = vec4(0,0,0,0);
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w * 0.5);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
index e68b082d43..e4d96a0028 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
@@ -29,13 +29,12 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
void calcAtmospherics(vec3 inPositionEye);
float calcDirectionalLight(vec3 n, vec3 l);
-vec3 atmosAmbient(vec3 light);
+vec3 atmosAmbient();
vec3 atmosAffectDirectionalLight(float lightIntensity);
VARYING vec3 vary_position;
@@ -128,7 +127,7 @@ void main()
col.rgb = vec3(0,0,0);
// Add windlight lights
- col.rgb = atmosAmbient(vec3(0.));
+ col.rgb = atmosAmbient();
vary_ambient = col.rgb*color.rgb;
vary_directional = color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0));
diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
index 7fec3e03e7..5e4f08b017 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
@@ -34,7 +34,7 @@ ATTRIBUTE vec2 texcoord0;
void calcAtmospherics(vec3 inPositionEye);
-vec3 atmosAmbient(vec3 light);
+vec3 atmosAmbient();
vec3 atmosAffectDirectionalLight(float lightIntensity);
VARYING vec4 vertex_color;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
index 816bd0bf3e..bdf3546aa5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
@@ -35,7 +35,7 @@ ATTRIBUTE vec2 texcoord0;
void calcAtmospherics(vec3 inPositionEye);
-vec3 atmosAmbient(vec3 light);
+vec3 atmosAmbient();
vec3 atmosAffectDirectionalLight(float lightIntensity);
#ifdef WATER_FOG
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index b3d9b1e9c5..f21b7644bb 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -75,6 +75,7 @@ VARYING vec2 vary_fragcoord;
VARYING vec3 vary_position;
+uniform mat4 proj_mat;
uniform mat4 inv_proj;
uniform vec2 screen_res;
@@ -97,6 +98,17 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
vec3 col = vec3(0,0,0);
+ vec4 proj_tc = proj_mat * lp;
+
+ if (proj_tc.z < 0
+ || proj_tc.x < 0
+ || proj_tc.z > 1
+ || proj_tc.y < 0
+ || proj_tc.y > 1)
+ {
+ return col;
+ }
+
if (d > 0.0)
{
//normalize light vector
@@ -381,6 +393,8 @@ vec3 post_env = col.rgb;
vec3 post_atmo = col.rgb;
+ //col.rgb = srgb_to_linear(col.rgb);
+
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w * 0.5);
LIGHT_LOOP(1)
@@ -393,7 +407,7 @@ vec3 post_atmo = col.rgb;
vec3 light_linear = light.rgb;
- col.rgb += light_linear;
+ col.rgb += light_linear;
vec3 postlight_linear = col.rgb;
@@ -406,7 +420,7 @@ vec3 postlight_linear = col.rgb;
al = temp.a;
#endif
-//col.rgb = light_linear;
+//col.rgb = post_atmo;
col.rgb = linear_to_srgb(col.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 83006c8916..e0fe6cfae1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -74,6 +74,8 @@ float getAmbientClamp();
void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
+vec3 srgb_to_linear(vec3 c);
+vec3 linear_to_srgb(vec3 c);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
@@ -96,7 +98,9 @@ void main()
final_da = clamp(final_da, 0.0, 1.0);
//final_da = pow(final_da, light_gamma);
- vec4 diffuse = texture2DRect(diffuseRect, tc);
+ vec4 gamma_diff = texture2DRect(diffuseRect, tc);
+ vec4 diffuse = gamma_diff;
+ diffuse.rgb = srgb_to_linear(gamma_diff.rgb);
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec3 col;
@@ -126,7 +130,7 @@ vec3 post_ambient = col.rgb;
vec3 post_sunlight = col.rgb;
- col.rgb *= diffuse.rgb;
+ col.rgb *= gamma_diff.rgb;
vec3 post_diffuse = col.rgb;
@@ -177,8 +181,6 @@ vec3 post_diffuse = col.rgb;
col = fogged.rgb;
bloom = fogged.a;
#endif
-
-//col.rgb = vec3(final_da);
}
frag_color.rgb = col.rgb;