diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 21 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl | 13 | 
2 files changed, 22 insertions, 12 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index c8f4d7c570..251e60c59e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -202,7 +202,8 @@ void main()  #endif  #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) -    vec3 gamma_diff = linear_to_srgb(diffcol.rgb); +    vec3 gamma_diff = diffcol.rgb; +    diffcol.rgb = srgb_to_linear(diffcol.rgb);  #endif  #if HAS_SPECULAR_MAP @@ -280,20 +281,17 @@ void main()            final_da = min(final_da, 1.0f);            final_da = pow(final_da, display_gamma); -    col.rgb = (col * 0.5) + amblit; +    col.rgb = amblit;      float ambient = min(abs(final_da), 1.0);      ambient *= 0.5;      ambient *= ambient;      ambient = (1.0-ambient); -    col.rgb *= ambient; - -    col.rgb = col.rgb + (final_da * sunlit); - +    col.rgb *= min(ambient, max(shadow,0.3)); +    col.rgb += (final_da * sunlit);      col.rgb *= gamma_diff.rgb; -      float glare = 0.0;      if (spec.a > 0.0) // specular reflection @@ -315,6 +313,7 @@ void main()          col += spec_contrib;      } +vec3 post_spec = col.rgb;      col = mix(col.rgb, diffcol.rgb, diffuse.a); @@ -337,6 +336,8 @@ void main()      col = atmosFragLighting(col, additive, atten);      col = scaleSoftClipFrag(col); +vec3 post_atmo= col.rgb; +      vec3 npos = normalize(-pos.xyz);      vec3 light = vec3(0,0,0); @@ -353,18 +354,24 @@ void main()      col.rgb += light.rgb; +vec3 post_lighting = col.rgb; +      glare = min(glare, 1.0);      float al = max(diffcol.a,glare)*vertex_color.a;      //convert to gamma space for display on screen      col.rgb = linear_to_srgb(col.rgb); +vec3 post_srgb = col.rgb; +  #ifdef WATER_FOG      vec4 temp = applyWaterFogView(pos, vec4(col.rgb, al));      col.rgb = temp.rgb;      al = temp.a;  #endif +//col.rgb = post_lighting; +      frag_color.rgb = col.rgb;      frag_color.a   = al; diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index 5cc24475e3..ad96c84de8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -49,8 +49,8 @@ uniform int sun_up_factor;  float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)  {      stc.xyz /= stc.w; -    stc.z += shadow_bias * bias_mul* 2.0; -    stc.x = floor(stc.x*shadow_res.x + fract(stc.y*pos_screen.y*pos_screen.x))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here +    stc.z += shadow_bias * bias_mul * 2.0; +    stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here      float cs = shadow2D(shadowMap, stc.xyz).x;      float shadow = cs * 4.0; @@ -90,7 +90,9 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)            dp_directional_light = clamp(dp_directional_light, 0.0, 1.0);      vec3 shadow_pos = pos.xyz; -    vec3 offset = abs(light_dir.xyz) * (1.0 - dp_directional_light* 0.8); + +    vec3 offset = light_dir.xyz * (1.0 - dp_directional_light); +      shadow_pos += offset * shadow_offset;      vec4 spos = vec4(shadow_pos.xyz, 1.0); @@ -109,7 +111,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)              float w = 1.0;              w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; -            shadow += pcfShadow(shadowMap3, norm, lpos, 4.0, pos_screen, light_dir)*w; +            shadow += pcfShadow(shadowMap3, norm, lpos, 1.0, pos_screen, light_dir)*w;              weight += w;              shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);          } @@ -121,7 +123,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)              float w = 1.0;              w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;              w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; -            shadow += pcfShadow(shadowMap2, norm, lpos, 2.0, pos_screen, light_dir)*w; +            shadow += pcfShadow(shadowMap2, norm, lpos, 1.0, pos_screen, light_dir)*w;              weight += w;          } @@ -153,6 +155,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)      {          return 1.0f; // lit beyond the far split...      } +    shadow = min(dp_directional_light,shadow);      return shadow;  }  | 
