diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
4 files changed, 117 insertions, 30 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index dd87ddb330..abf8da051c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -49,8 +49,53 @@ VARYING vec3 vary_pointlight_col;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; +VARYING vec3 vary_norm;  uniform mat4 inv_proj; +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec3 light_attenuation[8];  +uniform vec3 light_diffuse[8]; + + +uniform float shadow_offset; + +float calcDirectionalLight(vec3 n, vec3 l) +{ +        float a = pow(max(dot(n,l),0.0), 0.6); +        return a; +} + +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +{ +	//get light vector +	vec3 lv = lp.xyz-v; +	 +	//get distance +	float d = dot(lv,lv); +	 +	float da = 0.0; + +	if (d > 0.0 && la > 0.0 && fa > 0.0) +	{ +		//normalize light vector +		lv = normalize(lv); +	 +		//distance attenuation +		float dist2 = d/la; +		da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + +		// spotlight coefficient. +		float spot = max(dot(-ln, lv), is_pointlight); +		da *= spot*spot; // GL_SPOT_EXPONENT=2 + +		//angular attenuation +		da *= max(pow(dot(n, lv), 0.6), 0.0);		 +	} + +	return da;	 +} +  void main()   {  	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; @@ -60,14 +105,22 @@ void main()  	vec4 diff= diffuseLookup(vary_texcoord0.xy); -	vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a); +	vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col; + +	vec4 col = vec4(vary_ambient + dlight, vertex_color.a);  	vec4 color = diff * col;  	color.rgb = atmosLighting(color.rgb);  	color.rgb = scaleSoftClip(color.rgb); +	vec3 light_col = vec3(0,0,0); -	color.rgb += diff.rgb * vary_pointlight_col.rgb; +	for (int i = 2; i < 8; i++) +	{ +		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); +	} +	 +	color.rgb += vary_pointlight_col * light_col;  	frag_color = color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl index beb3290187..a0a79bada6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl @@ -47,9 +47,51 @@ VARYING vec3 vary_position;  VARYING vec3 vary_pointlight_col;  VARYING vec2 vary_texcoord0;  VARYING vec4 vertex_color; +VARYING vec3 vary_norm;  uniform mat4 inv_proj; +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec3 light_attenuation[8];  +uniform vec3 light_diffuse[8]; + +float calcDirectionalLight(vec3 n, vec3 l) +{ +        float a = pow(max(dot(n,l),0.0), 0.6); +        return a; +} + +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +{ +	//get light vector +	vec3 lv = lp.xyz-v; +	 +	//get distance +	float d = dot(lv,lv); +	 +	float da = 0.0; + +	if (d > 0.0 && la > 0.0 && fa > 0.0) +	{ +		//normalize light vector +		lv = normalize(lv); +	 +		//distance attenuation +		float dist2 = d/la; +		da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + +		// spotlight coefficient. +		float spot = max(dot(-ln, lv), is_pointlight); +		da *= spot*spot; // GL_SPOT_EXPONENT=2 + +		//angular attenuation +		da *= max(pow(dot(n, lv), 0.6), 0.0);		 +	} + +	return da;	 +} +  vec4 getPosition(vec2 pos_screen)  {  	float depth = texture2DRect(depthMap, pos_screen.xy).a; @@ -72,14 +114,22 @@ void main()  	vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy); -	vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a); +	vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col; + +	vec4 col = vec4(vary_ambient + dlight, vertex_color.a);  	vec4 color = diff * col;  	color.rgb = atmosLighting(color.rgb);  	color.rgb = scaleSoftClip(color.rgb); +	vec3 light_col = vec3(0,0,0); -	color.rgb += diff.rgb * vary_pointlight_col.rgb; +	for (int i = 2; i < 8; i++) +	{ +		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); +	} +	 +	color.rgb += vary_pointlight_col * light_col;  	frag_color = color;  	//frag_color = vec4(1,0,1,1); diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl index 5a0e8ff684..5f93986f1d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl @@ -46,6 +46,7 @@ VARYING vec3 vary_pointlight_col;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; +VARYING vec3 vary_norm;  uniform float near_clip; @@ -104,7 +105,7 @@ void main()  	norm = position.xyz + normal.xyz;  	norm = normalize(( trans*vec4(norm, 1.0) ).xyz-pos.xyz); -	 +	vary_norm = norm;  	vec4 frag_pos = projection_matrix * pos;  	gl_Position = frag_pos; @@ -112,27 +113,18 @@ void main()  	calcAtmospherics(pos.xyz); +	//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));  	vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); - -	// Collect normal lights -	col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z); -	col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z); -	col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z); -	col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z); -	col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z); -	col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z); - -	vary_pointlight_col = col.rgb*diffuse_color.rgb; - +	vary_pointlight_col = diffuse_color.rgb;  	col.rgb = vec3(0,0,0);  	// Add windlight lights  	col.rgb = atmosAmbient(vec3(0.));  	vary_ambient = col.rgb*diffuse_color.rgb; -	vary_directional = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); +	vary_directional.rgb = atmosAffectDirectionalLight(1); -	col.rgb = min(col.rgb*diffuse_color.rgb, 1.0); +	col.rgb = col.rgb*diffuse_color.rgb;  	vertex_color = col; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index cf38a2f4f7..bc08cc6dbf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -53,6 +53,7 @@ VARYING vec3 vary_pointlight_col;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; +VARYING vec3 vary_norm;  uniform float near_clip;  uniform float shadow_offset; @@ -110,7 +111,7 @@ void main()  	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	vec3 norm = normalize(normal_matrix * normal); -	 +	vary_norm = norm;  	float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));  	vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset; @@ -118,23 +119,14 @@ void main()  	//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));  	vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); - -	// Collect normal lights -	col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z); -	col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z); -	col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z); -	col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z); -	col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z); -	col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z); -	 -	vary_pointlight_col = col.rgb*diffuse_color.rgb; +	vary_pointlight_col = diffuse_color.rgb;  	col.rgb = vec3(0,0,0);  	// Add windlight lights  	col.rgb = atmosAmbient(vec3(0.));  	vary_ambient = col.rgb*diffuse_color.rgb; -	vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); +	vary_directional.rgb = atmosAffectDirectionalLight(1);  	col.rgb = col.rgb*diffuse_color.rgb; | 
