diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
5 files changed, 26 insertions, 12 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 53a2a13392..4d01eeb64e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -128,7 +128,7 @@ void main()  				if (sa > 0.0)  				{ -					sa = texture2D(lightFunc,vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0); +					sa = 6 * texture2D(lightFunc, vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0);  					sa *= noise;  					col += da*sa*light_col[i].rgb*spec.rgb;  				} diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 899446e283..f671d5b750 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -110,7 +110,7 @@ void main()  		float sa = dot(normalize(lv-normalize(pos)),norm);  		if (sa > 0.0)  		{ -			sa = texture2D(lightFunc, vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0); +			sa = 6 * texture2D(lightFunc, vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0);  			sa *= noise;  			col += da*sa*color.rgb*spec.rgb;  		} diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index cf8cf8364a..bced4a5577 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -29,11 +29,11 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform float minimum_alpha; -  uniform sampler2D diffuseMap; -VARYING vec4 post_pos; +VARYING float pos_zd2; +VARYING float pos_w; +VARYING float target_pos_x;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; @@ -41,12 +41,20 @@ void main()  {  	float alpha = diffuseLookup(vary_texcoord0.xy).a * vertex_color.a; -	if (alpha < minimum_alpha) +	if (alpha < 0.05) // treat as totally transparent  	{  		discard;  	} +	if (alpha < 0.88) // treat as semi-transparent +	{ +	  if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25) +	  { +	    discard; +	  } +	} +  	frag_color = vec4(1,1,1,1); -	gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); +	gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl index 7d3b06c56e..c1f2d90712 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl @@ -25,12 +25,15 @@  uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix; +uniform float shadow_target_width;  ATTRIBUTE vec3 position;  ATTRIBUTE vec4 diffuse_color;  ATTRIBUTE vec2 texcoord0; -VARYING vec4 post_pos; +VARYING float pos_zd2; +VARYING float pos_w; +VARYING float target_pos_x;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; @@ -39,8 +42,11 @@ void passTextureIndex();  void main()  {  	//transform vertex -	vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0); -	post_pos = pos; +	vec4 pre_pos = vec4(position.xyz, 1.0); +	vec4 pos = modelview_projection_matrix * pre_pos; +	target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; +	pos_w = pos.w; +	pos_zd2 = pos.z * 0.5;  	gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index b5501c2820..66e3cf6d13 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -301,11 +301,11 @@ 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; -			bloom = dot(spec_contrib, spec_contrib); +			bloom = dot(spec_contrib, spec_contrib) / 4;  			col += spec_contrib;  			//add environmentmap  | 
